193,169 Commits over 4,049 Days - 1.99cph!
Scene fix
Spawn FX timings
Realmed remove doesn't point to a blank component.
Latest Steamworks (Linux Callback)
branched for play match/squad editor button/flow rework
Fixed bug where respawns after the pre game wait weren't delayed, caused issues with shit not being cleaned up first.
Switched Debug Steam Callbacks to command line switch
Stricter construction socket connect distance / angle to fix some minor glitches
added UIButton and audio defs to a bunch of buttons in logo creator
Added simple runds.sh to Linux server (just to get people started)
basic end of season panel functionality
wip end of season ui/code
Only use triangular wall conditional models if aligned perfectly with the roof (not when offset by 1/2)
updated wounded animation starting position, made current desired time range loop
added missing references that are causing errors
Terrain sockets no longer count as inside terrain if outside the terrain bounds
Allow debug.callbacks on server too
Consider entities out of bounds if they're lower than terrain zero level
fixed commas in destruction log (important shit)
Entity destruction now logs the names of the destroyed entities
actual no spawns in nospawns
Added button to destroy entities from the EntityInfo debug
Forgot to commit this stuff from the last time I worked on the project. Video window and some misc bits
changed opportunity panel background
adjusted floating cash text sorting/formating
set back original opportiunity chance
fixed opportunity outcome arrow displaying the wrong outcome and adjusted its animation
Adjusted the delay from when a Scientist see an enemy until he fires back based on whether he took damage recently from that enemy.
Slightly better ground-hugging for junkpile NPCs.
Might have fixed some compile errors on build
NPCs should respect isMounted when they Resume.
Fixed NPC weapon selection some more. Cops put their weapon away and keep walking around when they finish shooting a target, and out-of-ammo is handled (although currently NPCs get infinite ammo anyway).
updated opportunity panel, reformating outcome
added sucess/fail ui anim
fixed default team name in the logo creation panel
Added wetness to nature/foliage shader
Added wetness to std/blend-layer and core/foliage shaders
Fixed std shadergui scroll offset placement
Nuked unused blend layer shadergui
properly update player rotation when mounted (fix for c4/rockets exploding on vehicles fired from)
Fixed std shadergui scroll offset placement
Saved all npcs and prefabs