201,646 Commits over 4,171 Days - 2.01cph!
Fixed some errors not logging
Key crafting, locking, unlocking
Fixed battery being craftable
Door open/close working
Cleaned up building prefab names
Removed deployed_door item (now redundant)
BaseEntity flags are now networked properly
Toggle lock based on locked/unlocked
Cleaned up protobuffer files
Removed a bunch of debug output
KeyLock/CodeLock save their codes properly
Fixed blueprints sometimes not loading in editor
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Made forest 6 reach a bit inside the snow biome
Added a tiny randomized scale to resources
Code entry dialog
RPC arguments
CodeLock menus
Updated player gesture source
Shit day but worked out how to do Bolt networking!
Exported new player gesture anims ( 'you chicken? ' & 'I'm freezing here") & set up clips
Added gesture anims to mechanim, created cold & chicken parameters
- Fixed some issues with Units not getting inited properly
- Tweaked Deer settings assets and prefabs
- Adding a river to the island_large1 map
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 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
Time of Day update to 2.3.1 prerelease 4
This should hopefully make poor Jenkins happy?
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)
added tools>update>phrases
Updated phrases
Fixed a few minor issues with render.SetLocalModelLights and added MATERIAL_LIGHT_ enums
Codelock - temprary debug info into local chat
Codelock - temprry flashing light when armed
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)
[ultimate_soldier] refactoring, swat team persists across stages
scene GUID keeps bugging me that it has changed
[ultimate_soldier] single room levels no longer crash
[ultimate_soldier] added Loadout and IntermissionStage
[ultimate_soldier] changed starting loadout