243,840 Commits over 3,898 Days - 2.61cph!
Guards against NaN/Infinity vectors and added warnings
added some variations to the 3rd person melee attack. There's now 3 different attack animations that get played randomly.
tweaked the placement of the salvaged hammer and made it use "pickaxe" hold as it looks more natural that way.
Animals now have a stand action.
Animals can now compete to establish dominance.
tweaked the pistol/rifle shell materials so they look more shiny;
tweaked the 3rd person run animations;
added an idle animation for the ak47 view model
Updated Ape serve & Added Ape win anim
source files for 3rd person spear animations
Don't re-network updated stability value unless it changed
Fixed AI think process.
Fixed AI attack and move to.
Added speed context to flee action.
Low level animal actions now tick a behaviour tree.
rigged up the view model for the ak47.
Simplified decider choice comparison.
Added Ape serve walk anims
Spawned entities send a creation message immediately
Fixed player models not aiming up/down
Properly named queue time warnings
Splitting up Cl_BasePlayer into partials
Fixed fall damage
Rebuilt plugins
Fixed missing smoke materials on cargo plane and torch
[block_party] screen flow for entering high scores etc
[block_party] display score stage
made some improvements to the 2handed spear attack
-changed the 3rd person animations for the spear so the 2-handed hold is the default.
-changed the wood/stone spear prefabs so they are attached to r_prop bone now.
-fixed the r_prop bones on all of the spear animations.
* Removed FCVAR_CHEAT flag from cl_drawhud
* Fixed SetupWorldFog & SetupSkyboxFog not being called if the fog was not enabled beforehand by console commands or the map
* Fixed IsOnFire flag not resetting
* Fixed FOV being stuck on some HL2 maps
* Added Blade Symphony to the mountable game list ( Please test )
* Removed addons.txt and gamemodes.txt as they were not used
finished the 3rd person animations for the 2handed spear.
[block_party] tweaked smile block graphics
[block_party] changed homing fireballs to bouncing fireballs
[block_party] added background tilemap
[block_party] overhauled colours
[block_party] colour tweaks
First pass bolt rifle sounds
[block_party] stage flow, fade effect
Decider now contains AIChoices.
SenseBehaviour is now responsible for it's own interval.
added custom recoil profiles to some weapons
AIChoice objects are now used to compare options in AI decisions.