243,461 Commits over 3,898 Days - 2.60cph!
Leaf rustle wavs for different movement speeds
Fixed material keyword cleanup tool to avoid Material.DisableKeyword, broken in editor
Cleaned up deprecated shader keywords in all applicable materials to keep us below the limit of 128
Repair bench gibs and some nice lods.
Added "done" status to loading screen after all terrain components have been initialized
Removed some unused empty folders
Tweaked rock material terrain blending parameters
Adding barricades greybox models and collisions
Wooden loot box scale fix.
updated repair bench model
Post-build deployment, GUID: 5d1dcd52-fd3b-4b52-82a1-139412c7bc6f
Post-build deployment, GUID: 0dea18ec-82c9-4623-a600-7c591732ab7a
fixed boneknife crafting time
Update to material keyword cleanup, all set
Prefab auto-updates (some serialized properties were removed it seems)
Tweaked road terrain adjustments
Tweaked rock topology radii
Increased distance between two cliff meshes by 50%
Protocol++ (network + save)
Fixed up PlayerModel scene
Renamed BS and removed unneeded meshes.
Fixed a build error on Linux and OSX
Named shapes and removed unneeded BS meshes.
Fixed the occasional spawn inside rocks
Fixed some tree types spawning indefinitely
Added failsafe for future fuckups of this sort
Suddenly a few more shader variants appeared... okay.
Shader preloading with ShaderVariants asset (Shader.WarmumAllShaders only preloads the current scene and loaded resources)
Startup crash on OSX debugging
Wait two frames after updating UI in bootstrapping (this is required in the terrain generator, so probably also here)
Tweaked path texture scale
Removed deprecated terrain shaders
Added Material Keyword Cleanup tool; will execute in a few hours
Removed override keywords from standard-terrain; so it doesn't upset unity shader compiler
TerrainTexturing now passing TerrainMeta instead of terrain to PVT_Param
some tweaks to the turn in place animations
added some code to show the player shuffling his feet when he's turning on the spot (we've finally achived NEXT GEN status !!)
setup the gib script so it points to the correct gib special fx
fixed a bunch of errors with the viewmodels missing some animations
- Fixed CAI_LeadBehavior, Alyx is no longer standing around being stupid
- Commented warnings about "Cannot update control point %d for effect '%s'", occours with ghost_effect
- No need to warn about clamped eye angles, only with developer > 0 now, Issue #1898
- Added more validation for packets (prevents one of the ddos methods)
- Added GM:AcceptInput(ent, input, activator, caller, value), equivalent behavior of ENTITY:AcceptInput
- Fixed player model without physics crashing the game when a ragdoll was created
- Merged LuaJIT bug fixes from master branch and fixed GMod's special table.insert to support JIT
- New NWVars are back, time for more testing