199,311 Commits over 4,140 Days - 2.01cph!
Community Entity boilerplate
HUD ordering fixes
Made health bar more visible (particularly in bright sunlight)
bunch of megs fixed icons
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Community Entity boilerplate
HUD ordering fixes
Made health bar more visible (particularly in bright sunlight)
Added LitSmokeEmissiveFlame shader variants
Added toggle to LitSmokeEmissiveFlame to enable emissive multiplication with base
LookingA tooltips are visible in sunlight/snow
protocol++
updated manifest
updated loot tables
Added server.pve mode (no pvp damage)
Lion-El : updated run east
Added inventory.givebpall
CommunityEntity.UI stuff for bawng
- More Patcher tweaks, much faster and more evasive
- Patcher glue tweaks. Faster, bigger.
created low poly swamp court rib cage, unwrapped and textured, starting on lanterns
Fixed some annoying width crap in the editor UI
Fixed GoToSmartObject directives compile error (ty resharper)
Disable new NWVars again for now
Hapis topology. Grass plane/terrain tint consistency. Tunnel 2.
fixed some erros with the flashlight viewmodel.
Separated vm bow, arm & arrow meshes for Minh to export
updated vm bow source file
Bare field trees. Road spec better matches dirt.
More consistency in terrain-grass spec. Retoned some trees. Less flowers. Fixed snow pine floaters for real this time. Spawn table adjustments.
Tempdelete to bypass silly error.
FOR FUCK SAKE glue projectile particle and player effect
Recovered the Hapis tunnels.
Downsized and filtered the miner hat emissive map to help mitigate the crazy bloom flicker at a distance. Scene backup.
* Prevented "CEngineSoundServer::PrecacheSound: Bad string" from crashing the game
* Added more .ogg checks to sound functions
* Added CSoundPatch.GetSoundLevel()
* Added CSoundPatch.GetVolume()
* Added CSoundPatch.GetPitch()