129,291 Commits over 4,140 Days - 1.30cph!
Fixed Nre
Fixed profiler leak in GetWaterDepth
More shader updates/fixes
refactored some display code for vms on maps
buffed heavyplate body armor
fixed sash not showing sometimes
Bear rug allow objects on top of itself again
Common rug icon more distinctive vs tool cupboard
removed negative protectino from heavy armor
massively increased condition
bearskin rug costs leather instead
Ai doesn't walk through bases (NEXTGEN AI ITT)
fixed turret laser dot being too far from target
stone and twig floors are flat
sentry laser more accurate still
Zombies don't like water as much
Subtracting
19287 (alexrehberg)
Fixed potentially offcenter entity occludee
Debug hurt command takes hit bone as optional parameter
fixed magic plate armor
restored negative effects of heavy plate (cold/heat)
fixed autoturret laser spazzing out
autoturret laser brighter
Cherry picked shadow shader fixes from main
Subtracting
19330 (alexrehberg)
Phys effect sound ref fix
dropbox/mailbox fbx, prefab, textures and materials
Fixed MapEntities spawning after loading a save
Disable movement voilations until we figure out what's happening
small draw distance fix on warehouse
Disabled revz in editor (only needed on builds)
bone fragments - fbx/prefab/materials/textures
Can use entity.spawn in debug camera/spectator mode
Client and Server convars can share the same name
Animals will eat dropped food if they're hungry
Added MainCamera.Raycast
Convars can specify a name
Convars can receive Vector3
Added ai.ignoreplayers
Ai BusyTimer has an OnFinsihed callback
added entity.spawnitem (spawns item in world, where looking at)
Fixed culling ignoring terrain occluder holes; e.g. caves, etc..
Changed all non-terrain occluders to use the same material
Refactoring, making everything less insane
Animal eats in chunks, logics inbetween bites, will leave uneaten food if full, will follow food trails
ListHashSet has Clear and AddRange methods
Foliage seed is stored on the cell
Added xz & y wind attenuation via vertex color rr & g
overgrowth tint tweaks
terrain grass texture tint alignment (works on the same colour level as overgrowth)
Removed height params from foliage wind anim; controlled by green vcolor channel now
Fixed skins not working on chair, fridge, bear rug, rug, hide shirt
Added generate manifest warnings when item not found on skinnable
terrain grass texture tint tweaks end
Added global wind control via windzone