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AI can now perform passing shots
Improved AI player detection in multiplayer
Automated Linux Build #46
Automated Linux DS Build #46
Automated Windows Build #46
Fixed lava court collision
Fixed Owl intro
- Added steamworks library stuff
- More stuff needed for feedback tool
Space shooter report channel
Added OnPlayerOrbitStart/OnPlayerOrbitStop to PlayerCamera
Cursor widget hides itself when the player is orbiting
Moved CameraCurve and CameraRotationCurve to their own files
- Feedback form now always gives input field focus
- Feeedback form now multiline
- Stopped some old keybinds triggerering shit when typing certain letters in feedback tool
- Added a simple scale anim to feedback banner in town and changed the colour to be different to other town interactables
- Added feedback reporting in town to Space game
- Reduced size of trigger collider in room J
- rebuilt prefabs
- Disabled the outline effect on minimap which (I think) does nothing
- At levelgen init, Level component now calculates the extents for the whole level, from all of it's rooms extents
-cleanud input partial a touch
-camera curve was still unset, set it.
* Added Vehicle.IsValid - returns whether the actual VEHICLE is valid or not
* Added Vehicle.SetPos( vector ) - Actually working SetPos for vehicles
* Updated internal Get_Vehicle to not let through invalid vehicles
Automated Linux Build #47
Automated Windows Build #47
Automated Windows Build #48
Automated Linux Build #48
Automated Linux DS Build #48
* Fixed Vehicle.SetPos
* Fixed unhandled usermessage 21
* Updated propdata.txt to contain Episodic stuff
* Moved some files from garrysmod.vpk to fallbacks.vpk ( HLS gibs, Alyx Gun epsodic sounds )
* Removed soundscapes from fallbacks, they are all shipped in garrysmod.vpk now
Automated Linux Build #49
Automated Windows Build #49
Made raycasted orbit target optional, configed in Orbit options on PlayerCamera
Somewhat messy merge with 2399
GoToSmartObject fixes
TOD and Camera tweaks
fixed zooming not working due to previous merge
Potential NRE fix in GoToEntity
- Changed the way minimap rendering works
- Room now builds it's own minimap object at runtime, combining all it's collision/map data
- Rebuilt prefabs