225,767 Commits over 3,714 Days - 2.53cph!

7 Years Ago
New Unlock: Storage Requires Advanced Crafting unlock and the player to craft a Stone Axe or Rabbit Trap Unlocks Backpack, Basket and Pot Back Pack now requires 2 sticks and 1 grass and the crafting table to craft Basket and Pot now require the Crafting Table to craft
7 Years Ago
Seeing if I can get rid of the necessary reference to the persistent side of a character on the client entirely. Seems promising.
7 Years Ago
Unsaved changes
7 Years Ago
New unlock: Advanced Tools Unlocks after building a Basic/Small/Medium/Large shelter Unlocks Torch and Hammer
7 Years Ago
Refactoring for persistent player stuff
7 Years Ago
Cleaning stuff up
7 Years Ago
update dynamic decals update slash fx
7 Years Ago
More character refactoring. Still creating the outward-facing interfaces
7 Years Ago
Updating a building view will now prompt you if there are no nav mesh obstacles on the mesh with an option to add an automatically sized box or capsule nav mesh obstacle Added missing nav mesh obstacles to the tanning rack and crafting table
7 Years Ago
New wall torch
7 Years Ago
Added a pickupable torch to each gate at night Also fixed some init order issues Tweaked slug collision channels Weapon collision rework broke slug collisions, so the slug now has a large box collider for weapon impacts
7 Years Ago
Male asian meshes, materials & textures
7 Years Ago
More parry fiddling.
7 Years Ago
Item stat pool values now applied only to the max value of a stat.
7 Years Ago
Making a better lot format
7 Years Ago
Meager start to melee parry.
7 Years Ago
Changing held item applies and remove item stat pool values.
7 Years Ago
Added connecting to server dialog
7 Years Ago
Items applies or removes item stat pool values when items change containers.
7 Years Ago
WalkSpeedModifier that affect walk and duck speed is now applied from held and worn items.
7 Years Ago
Crit chance and run speed modifiers are now applied from item stats. Per second stat properties are now applied from held and worn items.
7 Years Ago
clear temp effects bullet effect quad spritesheet -> 4096x4096 temp effect shoot pattern
7 Years Ago
Attempt to add random range to damage values (gaussian). Defaults to 5. Scientist population is now 0.
7 Years Ago
Expose CriticalHitChance on all BaseCombatEntities.
7 Years Ago
Now using NavMeshBakeManager, which supports multiple agent types. Agents now use 4 different types of agents.
7 Years Ago
▉▋█▄▅▌▆▅▌▍/▉▇▉▊▇▊▆▉▄▌▄
7 Years Ago
updated sedan prefab with proper client collison meshes from minh vehicles collide with deployables
7 Years Ago
Started setting up support for a navmesh bake manager, to replace dynamic navmesh (will support multiple agents and better editor-side control).
7 Years Ago
added armrests to seats collision mesh
7 Years Ago
optimized sedan collision mesh separated the seat mesh from the chassis
7 Years Ago
7 Years Ago
make GMOD_SpewBufferFlush not reentrant
7 Years Ago
cancel temp effect timers properly diff bullet effects can have diff graze strength
7 Years Ago
Old Dynamic Navmesh only support a single NavMeshAgent type, so let's stick to that limitation until we upgrade.
7 Years Ago
Replaced Apex Utiltiy AI with DRM-free version
7 Years Ago
A little bit of damage system cleanup
7 Years Ago
Allow editor inventory on startup be null.
7 Years Ago
Updated damage algorithm
7 Years Ago
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
7 Years Ago
Updated collision detection type Changed race bar init
7 Years Ago
Merged from main
7 Years Ago
More npc navigation
7 Years Ago
fixed generic loot panel icons not having their container source assigned
7 Years Ago
temp effect bullet visuals some temp effect cleanup quads made up of 4 tris instead of 2 bullet wobble octopus repel bullet uses temp slow effect
7 Years Ago
Integrating new lot + frontage system
7 Years Ago
relocked all items other than default blueprints item category amount on crafting window shows unlocked items instead of totals
7 Years Ago
misc
7 Years Ago
lootable NPCs progress
7 Years Ago
missed a spike trap
7 Years Ago
updated more mesh lighting channel stuff for hero modules and all moving spike traps require jump over them instead of sometimes dodge