202,362 Commits over 4,171 Days - 2.02cph!
Minor DM refactoring, DSE on Ai Module progress
Lot placement a lot nicer. Less gaps.
DSEs on modules working
Fixed AI designer not showing default modules from module groups
Temporary fix for NRE in Personality.Create()
Fixed menu button issue and keyboard stunt controls
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Changed UIMaskedIcon and UIMaskedImage to use shader templates
Switched ui_mask and ui_portrait to original ASE shaders; now editable again
Nuked native and debug variants of UIMaskedIcon and UIMaskedImage; redundant now
Ported tool "Before/Find/Find Materials Using Shader" from Rust
Minor changes to ASE's UIDefault shader template
Weighted object, editor & data fixes
fixed random weight fuckeries for getting personality
tweaked a bunch of 3rd person player animations
better clientside collision for sedan
relocked all items other than default blueprints
item category amount on crafting window shows unlocked items instead of totals
Integrating new lot + frontage system
fixed generic loot panel icons not having their container source assigned
Updated collision detection type
Changed race bar init
added loot table assets, weighted item amounts
better support for baseNpc not producing a lootableCorpse
made all humanoid npcs use lootableCorpse, also spiders because fantasy
Allow editor inventory on startup be null.
A little bit of damage system cleanup
Replaced Apex Utiltiy AI with DRM-free version
Old Dynamic Navmesh only support a single NavMeshAgent type, so let's stick to that limitation until we upgrade.
make GMOD_SpewBufferFlush not reentrant
optimized sedan collision mesh
separated the seat mesh from the chassis
added armrests to seats collision mesh
Started setting up support for a navmesh bake manager, to replace dynamic navmesh (will support multiple agents and better editor-side control).
updated sedan prefab with proper client collison meshes from minh
vehicles collide with deployables
Now using NavMeshBakeManager, which supports multiple agent types. Agents now use 4 different types of agents.
Expose CriticalHitChance on all BaseCombatEntities.
Attempt to add random range to damage values (gaussian). Defaults to 5.
Scientist population is now 0.
Crit chance and run speed modifiers are now applied from item stats.
Per second stat properties are now applied from held and worn items.
WalkSpeedModifier that affect walk and duck speed is now applied from held and worn items.
Items applies or removes item stat pool values when items change containers.
Added connecting to server dialog