243,642 Commits over 3,898 Days - 2.60cph!
speed up the eoka pistol deploy animation.
seperated the torch lit/unlit attacks so they have their own distinc sound.
Tweak salvaged axe sounds
Adjust torch strike sound
Increase volume of bolt rifle deploy slightly
The AI and Trigger layers can not interact.
Tweak bolt rifle deploy sound
added some more animations for the bear angry state
added sound fx for the various bear states.
NPC are now attracted to traps.
- Added radtown_small2 scene + prefab
- Some placeholder prop material and prefab fixes
Bear trap deals multiple damage types
compile error fix for client
less recoil when aiming down the sight
fixed the ak47 deploy animation
merge into main - bear trap and assault rifle changes
Converting Realm.Server() to isServer where possible
updated manifest + phrases
added bear trap guide
NPC now forage while idling if they are only slightly hungry.
OSX: Fixed Derma using the wrong default font
NPC deaths are now remotely logged.
NPC population and position is now remotely logged.
Switched to bicubic fetch on new legacy terrain shader; let's start with high quality
Added legacy terrain test code
Added first version of legacy terrain shader (8 splat; atlas based)
Renamed 4-splat legacy terrain shader used in testlevel
Updated the mid-level jacket so it doesn't have the player torso included. Also adjusted to work better with other separate pieces.
Added placeholders to flags starting from << 1 (fixes inspector)
Output chat to RCON properly again
Worked into Run north intro & outro, changes to main loop (source)
Barrel loot
Fixed radiation fuckup
Fixed loot respawn times
[racer] Now using the new mitering implementation.
Changed `Graphics.DrawLines()` to accept `Vector2f` points.
Implemented basic mitering for calls to `Graphics.DrawLines()` with large thickness values.
Added `Vector2i.Normalized`.
Airdrop uses new loot system
Fixed airdrop always dropping into the middle of the map
Added `Vector2f.ManhattanLength`.
Merged changes from main.
Added opacity parameter to all terrain modifiers
Implemented global pass in all terrain modifiers
Blindly fixed a NaN error in NPCLocomotion.Move.
finished inner_court modelling and added first outer ring
Added checksum verification on connect
Refactored line clipping before rendering.