199,208 Commits over 4,140 Days - 2.00cph!
More nature prefabs. Custom map scaled from 8k, to a more natural 5.4k.
[zombies] changed build indicator
Allowed rad towns to spawn in the tundra biome
Increasing NET_GetStatistics verbosity
Slightly increased max terrain height mismatch on rad towns 1 and 2 (helps finding spots on mountainy seeds)
More diagnostics
Better network statistics
Improved and optimized road network generation
Tweaked terrain parameters
Added original head blendshapes source file
Reduced game host process connection time from > 1000ms to < 70ms
Added some code to support run->hit transitions. Shelved for the moment
Fixed translation in dive
- Added skill icons to skill hot swap screen and fixed text colours
- Hot swap skill panels now show bound gamepad buttons
- Can now actually equip skills using the new system!
Fixed error when trying to wear the hide poncho
Games now load asynchronously.
Changed the calculation to pick stand position when shot is out of range for a standard hit - this reduces run distance
Reduced game startup time considerably by not compressing sprite data.
PBS version of speetree shaders for Petur; Rust/Nature/SpeedTree
added and animated sewer hole vent for sewer hole environment/test court
Fixed loading games from script files.
Fixed loot containing starter blueprints
Fixed bug in earlier client connection fix
Fixed switching between games loaded from scripts.
Merge branch 'master' into sandboxing
repair bench displaying proper text
placeholder art
Merged repair bench into main with placeholder art
changed if( to if ( (sorry garry)
Improved bow aiming (arrow now points to center of screen)
Re-implemented IGame.Restarted event.
less deflection randomness on ricochets
protocol++
Building skin top tier: meshes/textures/materials/prefabs
vm bow anim source update
Fixed all decor seeing a scale of 1 in Awake()
Added bridge blockouts to lakes, oceans and riverbeds
Merge branch 'master' of arcade