33,182 Commits over 4,109 Days - 0.34cph!
Cleaned up quick fix from previous commit
Ghetto hack for SSAO due to command-buffer nonsense
Consistent fade on underwater spec occ
fixed the attack animations for the new sword
added a stabbing animation for later (if helk decides to add a stabbing attack)
played the throw animation when the player throws a spear.
Indoor ambience volume reduction tuning
traps spawn in supply drop
landmine activates after you walk off it
landmine can be disarmed by someone other than who set it off (and they receive one)
compile error fixes
fix landmine not showing +1 when picked up
made sword/machete blueprints more common
Added some additional safety padding to all building shells (fixes melee foundation damage exploit)
Fixed construction placement guide snapping away when someone walks into the building volume
Temporarily reverted GameTrace
tweaked the position of the worldmodels for some of the melee weapons
Fixed that deployables would block building block placement
Fixed that deployables required a default distance of 1 between each other (now 0.5 again)
Fixed foundation step and triangle foundation placement verification being fucked
Added more detailed deploy volumes to a lot of deployables
Network++
Changed serverside player collider to the same capsule local player movement uses
Removed "Max Decals" setting from the F2 menu (unused)
Fixed F2 menu UI elements ignoring convar changes made via console
Alternative deployable volume check that prefers minor clipping over additional padding
Fixed explosives not damaging deployables
all explosions use line of sight now
Added PVT toggle back to UI Tweaks on Performance section; default off until I figure out the anomaly
rigged up and started animating the viewmodel for a 2handed sword
Fixed missing shoreline wetness in non-pvt terrain shader path; also fixes flashing in low shader LOD
Fixed entity network cache not getting invalidated on transform change
finished the viewmodel animations for the 2handed sword.
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Remember position of player's dropped/thrown items and put them back there when picked up
Removed some deprecated and very limiting foundation placement checks (now handled by terrain sockets and deploy volumes)
Player Model scene reorganization
fixed a bunch of 3rd person animations where the eyes were pointing the wrong way.
3rd person animations for 2handed sword
Player Model scene reorganization
Fix quarry sounds not fading out when the quarry is deactivated
Items can piggy back onto other items blueprint unlocks
Can override clothing skins from item
SteamSystem becomes SteamClient
fixed a bug with the player switching from walk --> swimming
more 3rd person animations for 2handed sword
Added step and slope test cases to PlayerMovement scene
Improved player landing, fall damage, grounded and sliding detection
Improved jump and sprint blocking after landing to feel more natural
Fixed various situations that could cause jumping weirdness
Holding alt now lets you look around (somewhat) freely instead of just looking back
Steamclient Refactor
Steam Inventory loading, checking, refreshing