240,112 Commits over 3,837 Days - 2.61cph!
Don't allow climbing ladders while crawling
Added (admin only) console command "recover" as a partner to the existing "injure". Recovers from wounded state.
Found a perspective angle that I'm happy with. Decals don't render in orthographic (yet).
Increase crawl speed by 20% (including animation speed)
Implemented "long idle" to the pistol branch
If standing without 10 seconds without moving or performing actions, switches to a different sub-chain
Added Decals.Place overload for placing decals on the world. Removed client restriction on decals, the engine will send decals to clients when placed server-side by default
Added a system to create impact effects and damage decals on units when attacked
Fix seams between chunks
Add distance fog
Fix lighting weirdness
Get player movement working
DebugInfo panel
Refactored laser light to use property blocks where possible
Fixed crawling weirdness when in water. Go to incapacitated state if crawling in deep water.
minor polish
Merge branch 'master' of SpaceUsurperUnity
damage display fix
Merge branch 'master' of SpaceUsurperUnity
build !redux_all !ecs
Colour new flare renderer on laser light
Can no longer throw cassette recorder while it's recording
Disable "incomplete" text / leaderboard for ballpit on main menu
Stopped bullet visuals from going too far when colliding with a pxc
Working on ECS reflect
Make sure bullet systems are always added in the same order
More ECS bullet replay diagnostics
Make sure entities always get removed in the same order
Added remarks about ECS bullet enumerable determinism
Disable recording bullet chunk states
Prevent jumpnig while crawling
Fixed fog not updating when units die. Increased turret fire rate and damage. Temporarily fixed flesh impacts until a proper fix is implemented. Added turret recoil. Unit entities will ragdoll on the client and then fade out over time after being killed.
Added ModelEntity.MaterialGroupCount to get the number of material groups the model has
Server-side check for interaction while crawling. Needs cleanup so code doesn't need to be duplicated
Added 1st pass standing to downed player anim
Updates to get sbox working
Include some neighbor heightmap data in chunks for getting rid of seams
Allow crawling players to use doors, gates, and hatches
If there are UI actions on the thing being looked at, but none of them are currently available to be shown, don't return any of them. Previously if no options were available, the first option would be returned.
Turret fire animation with animgraph parameter
Added first set of morph targets to Citizen
▊▊▅▋▋▌▌ ▊▊▍▍▌▅█ ▌▇▋▇▋ ▊▅█ ▇▄▊▌▅ ▄▅▄ █▋▍▋▅▆
▅▅▇▅, ▉▊▊▋, ▇█▄▌▋▄▍▇ ▋▅▍ ▆▆▄▅▌▊▋█▉, ▉▆▌█▆▉▅▊▍.
binoculars only show nametag pips during the day
fixed invisible nametags at certain angles
reduced nametag pop-in delay
First pass animal attack dmg/rate tweaks
Unique flare mat for the lasers too.
Wall laser uses its own mats exclusively, instead of sharing some with the weapon addons.
Various texture optimizations.
Laser destination point lights hover slightly above the surface for better shading.
Tweaked laser colors for better consistency with other props.
Less hazyness in clear weather.
Make the UI test list scrollable
Update .gitignore
rust stuff
Update .gitignore
Fix some absolute paths in materials
These want rebuilding, probably because I moved them to core.
Merge branch 'master' of sbox-game
Chase state updated to return error when no move point found, also returns running or finished depending on navigator.
Updated human designs with chase->idle transition from error/finished events.
Improved fog for starting visibility and API
Merge branch 'master' of sbox-rts
Reapplied Cargoship VAIZ setting.