201,259 Commits over 4,171 Days - 2.01cph!
[block_party] changed when smile block goes invisible in each phase
tweaked the 1st person punching animations
added 1st person anims for picking up / dropping items
added 1st person anims for walking / running
Steering is now a low level animal function.
Toned down head swing/bounce effects on melee weapons
Attempt to fix MissingMethodException in AnimalAnimation.cs (cc gooseman)
Fixed displacement alpha being inverted in Hammer
Added Build_Tools.bat to build Mapping and Modelling tools
Added detail.vbsp for hammer
Updated garrysmod.fgd to use new icons
Added icons for the fgd
Temporarily disabling MatchPlaybackSpeedToMovement because it's spitting out errors and I'm not sure it's the proper way to do it
Rollback displacement alpha changes
Animal sense now uses generic stimulus objects.
added 1st person shoving animation/ running/ punching animations.. Can now relive my highschool experience.
Fixed animal attack targeting.
Slight post tweaks and texture rearrangement.
The animals now use mecanim blend tree to synchronize their playback rate to their movement speed.
Made a shitty little death effect.
checking in the unarmed view model prefab.
[block_party] created Particle class
[block_party] player creates dust particles when moving around
Tweaked physics timings
Added client.lerp var for debug
Tweaked how Lerp works (now smoother)
Fixed shiny textures
Fixed broken/missing sand texture in TestLevel
Added animation events to turn off racket trails, added trail to elvis racket
Started graphics refactor to allow games to render straight to their virtual display without serializing the elements drawn first.
Refactored sprite rendering to allow rendering without element serialization.