243,199 Commits over 3,898 Days - 2.60cph!
Scene stuff for Bill, and started some impact effects.
Update metabolism and inventory seperately
Send changed player state in an atomic invoke instead of checking for dirty
Run metabolism much slower when asleep
Hide players when they're dead
Ragdolls now inherit their parents bone positions properly
Added Transform.GetAllChildren
Chanegd BasePlayer.worldmodel to BasePlayer.playerModel
Added BaseEntity.model - should only be used clientside
Removed shitty looking wireframe effect from build guide
Added Model component - which serves out the right bones for ragdolls
Added Ragdoll component - which handles copying bones from models
Removed BoneStringPooler - this is done in the Model component now
Refactoring
Added wolf prototype to AI test scene
Fixed weapon holdtypes not always updating properly
boltrifle world model
fixed bow worldmodel (it's still fucked, but less obviously)
Fixed bone name pooling (again!)
LUT for the northern tundra.
Definitely fixed Entity:EnableMatrix and Entity:SetModelScale
Added Entity:SetLegacyTransform(bool) to restore the old behaviour for reluctant scripters
improved the deer idle/walk animation; Added an attack animation and flinch anim
Obligatory content changes:
* Perfected SG552 reload animation sounds
* Fixed Deagle muzzle flash
* Restored and Added missing Deagle source file
* Added source files for w_pistol
* Updated icon for c1a1c
Recompiled models will be committed after hotfix is released
Fixed not being able to place walls on the edge of foundations
Sync with GitHub for 10/07/2014 + Added flag silk icons
Tiny wolf fur tweak, mushroom prefabs, fixed cliff shader detail textures.
Fixed serverside compile errorz
Don't pool an empty string
Cleaned up how bone names get string pooled
Added player.ChatMessage( str )
Failed building block placements will return an error in chat (temp debug)
Fixed players turning into trees (string pool fixes)
Made the context map decision get influenced by pushing forces adjacent to the primary direction
Reverted model scaling to its old broken behaviour... for now
Cave asset updates. Waterfall shader. Added VPaint plugin back in. + Holy giant merge batman.
Fixed tabs in RichText selection
Removed _restart from blocked concommand list
Fixed minor issue in entity parenting
Missing mushrooms, some grass stuff.
Killing sneaky zombie files.
Massive nature file restructuring and cleaning. Some new minor nature props.
made some improvements to some of the deer animations ( run / scream / startled )
Walls now can't be half hanging off foundations
Cleaned up placement guide code
Added jitter to invalid building blocks, to try to find suitable place
updated skinning on source file
Added colliders debug command