249,469 Commits over 3,959 Days - 2.63cph!
Added manage to switch in the test scene to a car to drive around the road you've created.
Bunch of minor changes
- Fixed bone merging causing the local player to be rendered twice
- PhysicsCollide entity callback is now shared
- Added PhysObject member to PhysicsCollide collision info table
- Added EFFECT:PhysicsCollide hook to scripted effects
- Fixed CSS muzzle flashes not automatically appearing on some viewmodels (for real this time)
- EntityEmitSound hook now has a slightly more consistent behaviour
- Tentative fix for random Lua metatable corruption (can't really check if it's fixed or not due to how random it is)
- CNavArea:IsOverlapping's tolerancy argument is now optional, defaults to 0
- Fixed crash with CNavArea:GetClosestPointOnArea
- CNavArea:IsVisible now returns a second value which contains the first point in the area that passed the visibility test
- Added SND_* sound flag enums
- Added Entity:IsSolid()
- CSoundPatch:ChangePitch's and ChangeVolume's delay argument are now optional (default to 0)
Updated some scene files to make sure the latest prefab changes were applied correctly
Restored LuaJIT to 2.0.3 (it wasn't actually the culprit, ah well)
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Time of Day update to 2.1.1 prerelease 4
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Don't initialize PVT on dedicated server (!)
Disabling dynamic batching (fixes floating trees)
Fixed up coroutines and added a test.
Fixed up coroutines and added a test.
Added idle_stand to revolver idle source file
Added ammo_pistol, pistol_revolver
updated player revolver anims
Massive refactor, start of coroutines.
Massive refactor, start of coroutines.
Restricted what can be built ontop of a frame
Fixed being able to walk up stairs frame
Added lean, ironsights, lower to eoka/waterpipe
Added waterpipe shotgun (wip)
Added eoka pistol (wip)
Added thompson (wip)
Fixed broken item names in SupplyDrop
Fixed errors in trigger when shutting down
adding chest plate armour
Cabinet screen data is replicated to everyone on the server and gets rendered on the their cabinet screen.
Added crosshair
Cabinet screen data is replicated to everyone on the server and gets rendered on the their cabinet screen.
Added crosshair
UVs are a little better but they're still not great.
No longer need gizmos for most of the drawing tools.
Intersection mesh now has a material and mesh collider.
Made the Thompson LOD3 lower - max file.
Made the Thompson LOD3 lower.
Added Stage<TGame> class extending Stage for convenience.
Added Stage<TGame> class extending Stage for convenience.
Fixed trousers not removing the censor cube
Added 'censornudity' convar (default false)
Stop looting if moved away from source entity, or source entity destroyed
Fixed player preview being in a weird pose, having feet cut off
Tweaked how harvested items are awarded to the player
Added editor option to reload item list
Added human skull, wolf skull, spoiled apple
Rewritten Stage.Add and Stage.Remove so that additions / removals are queued until it is safe to apply them.
Rewritten Stage.Add and Stage.Remove so that additions / removals are queued until it is safe to apply them.
Thompson rust_reboot submit of the world and view models. LODs are done, scale and pivots should be sorted too.
Thompson rust_art submit of the world and view models. LODs are done, scale and pivots should be sorted too.
Added car package made from the Unity sample assets. Using it to test the mesh colliders but will add it to the demo scene.