255,827 Commits over 3,990 Days - 2.67cph!
- GoalPlanSettings.BehaviourChain stores new BehaviourPlanSettingsWrapper, allows for filtering of target entity type for DM
Prototype: Dynamic ambient light and sky reflection intensity for indoor / outdoor environments
melee ranges slightly increased across the board
added a ripple effect to the water bucket when the player moves around
FOR FUCK SAKE prefab room
!A asteroid group model
Automated Linux DS Build #76
combined all underwater world fx into one super prefab.
-merged new bits and bobs about IMs
- BehaviourChain.EnactInteractionDecision uses Decision.Context.InteractionPlan.SmartObject as target instead of Decision.Context.Target
- Ensure all Items which are flagged as Consumable have the Consume Interaction
- Goal data tweaks
Fucking water texture fuck the fuck off
Reset item.removeTime on load serverside, to avoid items falling into limbo
Added input Reset To Defaults
Added mouse blocking canvas when binding a key
Fixed options starting on wrong screen
shotgun shell fires +2 projectiles
handmade shell projectile count doubled, damage halved
eoka spread increased ( less useless)
Basic collider generation. Pretty fast!
- DecisionPlan stored property in Goal/GoalPlan, not a field.
Fixed being able to open chat when it's disabled
Automated Windows Build #76
- GoalPlanVariant creates BehaviourChain
- Added GPV.OnCompleted event
- GPV.Add and GPV.Clear deferred methods for BehaviourChain
- BC no longer creates BehaviourPlans from settings in constructor
- Added abstract BehaviourPlanTypes property to BehaviourPlanSettings
Fixed insane plant growth in shallow lakes
Automated Linux Build #76
Fixed client rpc prediction cull not working (own weapons effects playing twice)
Use scaled time for client tick + lerp (timescale debugging weapons)
* Fixed yet another DDoS exploit
* Added ISteamUGC to IGet
* Moved some steamworks.* Lua functions to ISteamUGC
-InfluenceThreadManager is a proper ManagerSingleton now.
Triangle foundation exploit fix
Added lit particle test scene
Fixed per-pixel lit particles with rotation; hard limited to 2 lights
Don't split textures into different bundles (loadtime vs diskspace)
Got stuff working at runtime again.
merge into main
reload happens automatically when switching ammo types
if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
fixed quarry hiding items
merge into main
reload happens automatically when switching ammo types
if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
fixed quarry hiding items
- Laser link cooldown increasd to 25 seconds, duration decreased to 7 seconds
reload happens automatically when switching ammo types
if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
baked out tree roots and created tree root textures
- Set Laser Link cooldown to 15 seconds
Include default key config on osx
added new trees and tree roots to temple court, added wip shader and tweaked lighting
-some more profiler hooks (tho they bring no joy)
-ThreadedAffectorData changed to use fixedarrays, be a class, and be reused in InfluenceMap
- Laser link now does % health every damage tick
- Added hit effect to laser link
AntiHack debuglevel is 2 in the editor
By default, allow admins to use their noclip cheat even on antihack userlevel 2
Foundation step exploit fix