201,593 Commits over 4,171 Days - 2.01cph!
Deleting conditions
Fixing resharper
created second wild west camera for orbitting rocks and set them to cloud layer. Added balls building and balls_anim to courtcontroller setting that hides them down court.
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Added basic ammo. Fixed death problems. Fixed held item problems.
bridge mesh tweaks and AssetGallery update.
Added MeasurementType to MeasurementParamters
Lots of editor cleanup, tweaks and improvements
Lots of tweaks around effects mostly
Missed adds
Also in last commit : added AttributeModifier and calculation using them to Attribute
Replacing IsInvoking usage because it's slow
Defer player position updates by one frame instead of every tick received
Added Toggle UI button (F10)
Added Toggle Free Camera button and hacky free camera implementation (F11)
Some workarounds with IEntityContainer to get deposits working for Machine again...
Tweaking MachineProcessEffect
AttributeModifier tinkering
Bridge Lods, texture tweaks and AssetGallery update.
Added a way way bigger template for road map.
* Updated Bootil to latest version ( Attempted fix for autorefresh folder locking )
* GitSync
* Added GetAmmoName( int id )
* Added GetAmmoID( string name )
* Added GetAmmoMax( int id ) - Returns real maximum value for given ammo type
* Added CTakeDamageInfo:GetDamageBonus()
* Added CTakeDamageInfo:SetDamageBonus( float bonus )
* Added CTakeDamageInfo:SetReportedPosition( Vector pos )
* Added CTakeDamageInfo:GetDamageCustom()
* Added CTakeDamageInfo:SetDamageCustom( float custom )
* Added CRecipientFilter:RemovePAS()
* Added CRecipientFilter:GetPlayers()
Removing old step modifer code from Attribute
Refactoring Entity/EntityComponent handling a bit.
Building and Machine now automatically create add a Container EC if one is not present
Remove IEntityContainer
Building and Machine both subscibe to a single Container EC for their own entity/item handling logic (depositing, adding machine input etc)
Added ModifyAttributeParameters to "inline" creation of ModifyAttribute Actions in the editor
Added MachineCanProcessItem consideration
NeedManager and EffectManager instantiate assets on awake
Editor things
Added extra layer to cloth shader using mask alpha
Highpassed regular jacket
Highwall Wood implementation
more shitting bridge LODS.
SocketHandle for wall placement
Cleanup/class splitup of ConsumableEffect
Stonewall
Building Gallery
Player Gallery
Invalidate player network cache on inventory change
Log warning if held entity cannot be found in inventory
Log warning if holstered viewmodel is holstered again
Fixed "total recall" eyes on ragdolls
FOR FUCK SAKE factory model/texture/prefab (removed collision and minimap model for now to remake them in a more optimized way)
deployDelay added to weapons
stuck explosives fall off their parent when destroyed
lowered oil refinery drop rates
lowered crossbow drop rates