243,912 Commits over 3,898 Days - 2.61cph!
Scene2Prefabs can now set their own target names
Made KeyCodeEntry UI a scene2prefab
[ultimate_soldier] changed starting loadout
[ultimate_soldier] added Loadout and IntermissionStage
[ultimate_soldier] single room levels no longer crash
scene GUID keeps bugging me that it has changed
[ultimate_soldier] refactoring, swat team persists across stages
added a 2 handed eating animation for when the player is eating a huge chewy old piece of meat (something you'd find at the Olive Garden restaurants)
Codelock - temprary debug info into local chat
Codelock - temprry flashing light when armed
Fixed a few minor issues with render.SetLocalModelLights and added MATERIAL_LIGHT_ enums
added tools>update>phrases
Updated phrases
Filled in server -> client RPCs
Loaded entities now retain their UIDs
Cleaned entity slot code
Entity slots are now saved properly
CodeLock opens numpad if not previously opened
Simplified network UID distribution (to the extreme)
This should hopefully make poor Jenkins happy?
Time of Day update to 2.3.1 prerelease 4
- Fixed another exploit related to downloading restricted files from the server
- Fixed plugin_load not loading plugins if no file extension is given
- Fixed not being able to change the render cull mode on entities bonemerged to viewmodels
made some improvements to some of the 3rd person torch lit animations (so it looks bettter when used with the oil lantern).
tweaked the 3rd person medical syringe animations
tweaked the 3rd person melee hatchet animations (looks a bit smoother and is directed towards teh center)
- Fixed some issues with Units not getting inited properly
- Tweaked Deer settings assets and prefabs
- Adding a river to the island_large1 map
Added gesture anims to mechanim, created cold & chicken parameters
Exported new player gesture anims ( 'you chicken? ' & 'I'm freezing here") & set up clips
Shit day but worked out how to do Bolt networking!
Updated player gesture source
Code entry dialog
RPC arguments
CodeLock menus
Added a tiny randomized scale to resources
Made forest 6 reach a bit inside the snow biome
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Fixed blueprints sometimes not loading in editor
Cleaned up protobuffer files
Removed a bunch of debug output
KeyLock/CodeLock save their codes properly
Toggle lock based on locked/unlocked
Door open/close working
Cleaned up building prefab names
Removed deployed_door item (now redundant)
BaseEntity flags are now networked properly
Key crafting, locking, unlocking
Fixed battery being craftable