192,969 Commits over 4,049 Days - 1.99cph!
fix vcollide deserialization
Powerplant progress backup
Added a quick label and NPCs
Remove the crime dependency for now.
Powerplant progress backup
Fixed wrong end game message
fixed connection checksum - clients can connect
Added CloseOnEscape utility component, replaces manually doing this in update for various UI widgets
UI management now uses gameobject active state
More fixes. Character now stores information about who killed them, also used in the prevcharacterinfo class.
more input work, wip software cursor/control
Few more UI fixes, start and end message can now be customised per game mode.
Various little game mode UI fixes.
Powerplant progress backup
makeshift canoe and oar - fbx, materials, prefab, lods and textures.
init filesystem in srcds builds (???)
updated unitview magic unitLookAtLerpSpeed number to match peturs turn speed changes
srcds_linux_x64 sort of launches
dedicated engine.so builds too
engine_client.so links happily
Attempt to fix random black pipes problem
More progress on the new NPC sensory system.
NPC sensory system rework, WIP.
Game modes can decide if they support shops or not. Also added some standard colour definitions to keep things consistent through the project.
Merge: Finish off removing the hack on UI text. Make it work nicely with the new system.
Finish off removing the hack on UI text. Make it work nicely with the new system.
Disabled high quality shadows (PCSS) on glcore (sampling bug)
Work time consideration returns 1 all the time (pending exposure as a player controlled mechanic)
Nuked MinAngularSpeed from nav data, Navigation sets angular speed from data every frame (for tweaking)
switched priority of changing combat ability with attacking to hopefully avoid people using the wrong abilities sometimes.
Just needs testing now...