255,657 Commits over 3,990 Days - 2.67cph!
flies spawn around dead ragdolls after a few seconds
More library organisation
- Control clean basic cleanup
Moved networking base to its own dll
Underwater rendering (finally) with half decent lighting and scattering (Q=1-2)
Revamped water optics for more natural coloring, extinction and scattering; easier tweaking as well
Fixed some issues related to depth maps during water rendering + a few optimizations all around
Moved protobuf shit to a seperate library
#ifdef'd out vibration function when in editor
Fix for SpeciesSettings.GetViewPrefab being stupid
Automated Linux DS Build #69
Only hide cursor in standalone
ViewManagement refactor for preset views (species)
Attachment editor WIP
Automated Windows Build #69
Automated Linux DS Build #68
switched back to the old walk/run animations
Automated Windows Build #68
Automated Linux DS Build #67
added more roots and trees to temple
Low cloud textures/materials
High cloud textures/materials
New Billboard FBX
Refactored the way building editor stuff work. Much easier to work with now.
Client doesn't need clientinfo anymore
Automated Linux Build #67
Uncheat Gravity Gun convars
Automated Windows Build #66
Unlink libsteam.so on linux, DUMBO
Reworked standard ball modifier bounce code
Broken building editor changes.
Automated Linux DS Build #65
- Added save game wipe tip to title
- Added an "available" list of abilities to AbilityList that tracks which abilities the player has found/unlocked for use this life
- Changed some ability IDs
- New lives start with max shields (3) instead of 2
Automated Windows Build #65
More accurate EAC kick messages
Get official servers from url, not from steam
updated road and path textures
torch extinguishes underwater
fireballs are extinguished by water
- Reduced chance of laser room J spawning
- New prefabs as it keeps saying they're changed
- Updated InControl and made everything work again
Serverside tree collider preprocessing fix
checked in new temple light cookies and added eclipse anim