194,186 Commits over 4,079 Days - 1.98cph!
Ship turnspeed reduced when aiming
Weaponing/aiming refactoring
Hacked around UI canvas overhead on grass displacement camera
5.5b9 + new PostProcessing stack
Added new harbor pieces and rescaled forklift
Showing ammo count on reload properly
correct collider setup for weapon mod worldmodels
Temporarily fixed fire angle
Added map worldmodel, lods, correct folder structure, set holdtype & model drop
amplify shader ports (mostly for backup so I dont accidently break something)
Variable ship speed settings, auto forwards
Reduced speed of cannonballs
Automated Linux DS Build #457
Automated Windows Build #457
harbor_2 tagged scene2prefab
Adding harbor_1 & harbor_2 base scene files
Automated Linux Build #457
AvatarImage fallback image is now always rendered at the correct size
Automatically named procedural textures now re-use names of previously removed textures (should stop "CUtlRBTree overflow!" when spamming AvatarImages/Awesomium)
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Got basic weapon firing and reloading working on proxys again. Might be a bit of the mess but the changes are pretty simple.
added 3rd person animations for when the player is inside a car
silencer is slightly cheaper
silencer slightly reduces aimsway
silencer slightly reduces recoil
holosight/lasersight now use techparts
smgs now require smg body component to craft
rifles now require rifle body component to craft
double barrel shotgun requires pipe component to craft
component spawn added to radtown boxes
Automated Linux DS Build #456
More lenient vehicle exit space check. Decided not to let the player exit vehicle in ANY situation, as it allowed parking up against a wall and exiting a vehicle as a pro strat to teleport to the other side.
Automated Windows Build #456
Automated Linux Build #456
speed up the pistol/revolver deploy times even more (it now takes 0.5 seconds to whip out your pistol)
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