194,091 Commits over 4,079 Days - 1.98cph!
Fixed all animals spawning invisible bear footprints in a fucked up convoluted mess
map editor tile topper mode wip
rethrow caught exceptions so we actually fail properly
Added opacity mask dithering to core/hair shader
Updated core shader set to latest
TileTopper SO with ApplyToTile and RemvoeFromTile functions
test model
Launch_site scene update, dressing sciency side
control mission now uses board tags not game tags, added SetBoardTag match action
Set mission time in real time, so it's game speed independent. +Some time UI changes.
Mission time info in the main HUD, and other mission tweaks
added a buggy gravity gun Particle beam that draws between the player and whatever object he's moving.
AI waypoints
Added HX volumetric lighting
AI waypoints
Added HX volumetric lighting
Got menu buttons working and added mission info button
Objects now have weight when you move them, so you cant just smash everything out the way lol
Fixed event expired issue
fixed Team base entity tags being cleared immediately after they're set.....
Turrets now properly work about 90% of the time, just need to add now that they track zombies who aren't the closest but are in view.
Clear scheduled mission events when the objects are destroyed. Stops mission ends firing for discarded missions.
Mission regen changes for payphones
Fix for an extra gameinstance being created in practice/test local game
More payphones, less mailboxes. Made them 50/50.
Steam Items http://bit.ly/2rb5pWE
Subtracting
20975 because it fucked the bolt action recoil animation (classic gooseman)
added teleporter image to reference folder
Updated gmpublish.exe to ISteamUGC
Basic animations now work with movement.
Turrets detect if they can actualy see an enemy before they shoot (still a bit fucked up with a weird delay).
Added object into the world that can be moved about to use as cover.