199,277 Commits over 4,140 Days - 2.01cph!
Temporary fix for players spawning at world origin with some seeds
Conditional mesh work ~~ twig skin
Reduced maximum allowed path slope from 35 degrees to 30 degrees
Textures: Normals for default head (works with fixed torso) and normals for new head.
Composite map for skin shader.
Highpass map.
Materials: Player_skin
Update: Fixed vertex split = new mesh (updating soon)
New mesh = rebake of normals.
Updated uv maps to make better use of wasted space.
Notes: Materials/Textures will not work with old meshes because of the above. Even using old uv's the normals would not work because of the broken normals.
Only generate rivers of a certain length, discard super short ones
Some project restructure, now using MaterialPropertyBlocks for screens and screen reflectors.
[zombies] added new movement indicator
added tennis_ball rock max file and textured
Clearing list of effect on scene change
Added a parser which will be used to test some pro gen stuff.
Working on allowing input sampling during fixed updates.
Conditional mesh work ~~ wood skin
improved the 3rd person animations for hatchet (idle / jog / run)
Undone tom's invisible player patch
Spectate optionally takes a target string - partial username or steamid
Added map size/seed to server tags
Fixed skin guide being invisible
fix for viewpunch NRE (maybe?)
- Fixed a crash issue with SetNWString
- Added Entity:SetNWVar, Entity:GetNWVar, SetGlobalVar and GetGlobalVar back
- Removed type checking for Entity:SetNW*, Entity:GetNW*, SetGlobal* and GetGlobal* (enjoy your terrible programming practices again... for now)
* Don't allow players to download banned addons via WorkshopDL
* GitSync
Fixed save list warnings
Added asserts for multiple spawn calls
Fixed playerattack nre
Duplicate entity in save handling/warning
Increase general terrain friction
Removed "unconnected packet" warning because it worries server host for no reason