243,202 Commits over 3,898 Days - 2.60cph!
- Fixed a crash issue with SetNWString
- Added Entity:SetNWVar, Entity:GetNWVar, SetGlobalVar and GetGlobalVar back
- Removed type checking for Entity:SetNW*, Entity:GetNW*, SetGlobal* and GetGlobal* (enjoy your terrible programming practices again... for now)
fix for viewpunch NRE (maybe?)
Fixed skin guide being invisible
Added map size/seed to server tags
Spectate optionally takes a target string - partial username or steamid
Undone tom's invisible player patch
improved the 3rd person animations for hatchet (idle / jog / run)
Conditional mesh work ~~ wood skin
Working on allowing input sampling during fixed updates.
Added a parser which will be used to test some pro gen stuff.
Clearing list of effect on scene change
added tennis_ball rock max file and textured
[zombies] added new movement indicator
Some project restructure, now using MaterialPropertyBlocks for screens and screen reflectors.
Only generate rivers of a certain length, discard super short ones
Textures: Normals for default head (works with fixed torso) and normals for new head.
Composite map for skin shader.
Highpass map.
Materials: Player_skin
Update: Fixed vertex split = new mesh (updating soon)
New mesh = rebake of normals.
Updated uv maps to make better use of wasted space.
Notes: Materials/Textures will not work with old meshes because of the above. Even using old uv's the normals would not work because of the broken normals.
Reduced maximum allowed path slope from 35 degrees to 30 degrees
Conditional mesh work ~~ twig skin
Temporary fix for players spawning at world origin with some seeds
Workaround for "group < 0x7fff" spam on load inside the editor
Refactored static decor placement (now uses noise octaves instead of shitty blob clustering)
Tweaked lake and island shape
Viewmodel arms use player skin colour
Added NotifyPanel to NetworkingTest to help diagnose issues.
fixed compile error on server (sorry)
Melee tools have punch feedback when hitting 'wrong' nodes
More work on conditional corner meshes, deployed to all walls for stone building skin
New networking test build.
Various nature stuff part 1
Testing wall blocks with LOD
Added third cabinet, possible fix for player movement networking.
Properly separated ocean and lake topologies
Fixed players sometimes spawning next to lakes
Fixed lighthouses sometimes spawning on lakes
Fixed lakeside decor sometimes spawning next to ocean
Fixed exceptions when entities are removed from groups.
tweaked screens shader, made orbitting rings more distant to stop camera clipping
darkened down wild west court plane
removed erroneous materials folder, turned down light brightness in cloud city, changed ring order