248,593 Commits over 3,928 Days - 2.64cph!
HL:S GMan now uses proper blood type
HL:S GMan now uses HL:S model
prefab files for a bunch of the view models.
Updated gmod_lua_macros.h to latest version
gl_util.cpp was outdated for some reason, updated it to the latest version
rig updates added to VM_rig_AW
deleted _ML version of viewmodel rig, recreated as default with no suffix
renamed my old viewModel rig
Time of Day update to 2.0.8
Code refactoring and formating
Renamed AI test scene and added danger test
Added AIAvoidDanger behaviour
Renamed AIObstacleAvoidance to AIAvoidObstacle
Added new player rig. Still using the current controller layout with additional basic Facial UI. It is also now skinned to the naked male mesh to better show deformation of the body when animating Skeletal changes include:
- renaming the hierachy
- removing weapon bones
- adding l & r prop bones
- adding eyes/jaw & penis bone
- repositioning ankle bones
Fixed terrible performance issue
-rest of the pickaxe animations done; Added sound fx to all of the current weapons
Tweaks to better observe server query NRE
Added configurable punishment value to AI obstacles
Locked down ConCommand.Index - index is built on demand
Terrain quality convar
Terrain quality in F2 menu
Automatically add Terrain Quality to procedural terrain
Made AI movement less insane
Tweaked context map default parameters and decision making
Added AI waypoint follow script
Added socket base so we can have different types of socket
Added area based sockets (needs work, but theory is there)
Added MathExtensions.cs
Construction ghost updates on frame, instead of tick (smoother)
Moved construction placement code so it can be called by ghost
Added missing map icons ( test commit )