255,024 Commits over 3,990 Days - 2.66cph!
moved lights to correct folders
added lights to vent light groups and created proper prefabs
better mesh particle materials
added lava vents to lava court and checked in dylan's effects.
About to test some build processing. This could go wrong.
Canyon progress
Added two big sewer rooms
New fireball effect
Fixed ball size issue after special
Added lava court to front end, ditched 3D scene behind ui
Merging holosight branch into main
Break out of foreach after removing an item, else we get invalid operation.
Can equip mods by dropping onto weapon icon
Added ItemManager to Globals object
TribeStatArea spawns and adds stick to the campfire
Data tweaks (Forget if Interrupt on various Interactions)
Weapon slots shown on icon
* Fixed random shitty sprite texture SWEP crosshair ( Thanks Jvs )
Water: matching refl occ fade-in
Water: quality adjustment fix
* Fixed 2 crash problems, 1 confirmed shadow related crash, one potential crash fix
* Added CSEnt.__tostring()
* Panel.OpenURL() no longer opens bad/blocked file extensions
* Fixed dangerous .vtf exploit(s)
Water: Fixed shore blending artifact
FOR FUCK SAKE wip room tweak/light test
Canyon early work backup
Water treatment plant stuff
Added Behaviour.OnBehaviourActivated for callbacks, SmartObject only counts subscription and allocates InteractionPositions when the relevant SmartBehaviour is active
Added BehaviourStack.Contains method
Buffering Agent.Effects in TickEffects
Fixed potential NRE when calling Consumable.Consume()
Removed Agent.SubscriptionCount, now simply check against the Stack.Behaviours.Count in DM
Overriding some methods in SmartBehaviour to deal with subscription handling better