239,472 Commits over 3,837 Days - 2.60cph!
Merging several RakNet pull requests
#127 Fix endless loop upon large NAK ranges
#128 Fix vulnerability related to ACK/NAK handling
#139 Fix for multiple security vulnerabilities in BitStream
Watergun parameters & falloffs
Changed stream yet again because IK script loves to screw us
Temp file cleanup
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EntityManager.CreateClientEntityFromNetwork
InteropGen: do type casts in c++ to avoid multi-inheritence disasters
Maintain clientside entity list
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Pressure based start size curves and scaling for water guns.
removed _HIGH mesh from watergun .entity prefab
Disabled the high poly watergun mesh on the entity
instant camera sounds
a bunch of deploy sounds for new deployables
mount/dismount sounds for beach chair
misc playtest tweaks
remove robo unit
removed unused bullet collision flags
laser tractor beam pulls crosshair surrounding patterns less
tweaked laser homingGrenade visuals
build !redux
A less error prone random walk location for the example nextbot NPC
Added Nextbot.Set/GetMaxVisionRange()
watergun viewmodel anim updates
removed unused collision mesh
watergun worldmodel re-lodded
watergun and waterpistol .worldmodel prefab setup
removed unused model prefabs
Min/max pressure speed values and curve, wip size.
Square roof line prefab updates (top / bottom / left / right) for the conditional corner pieces
Roof prefab cleanup / refactor
Triangle roof line prefab updates (top / bottom / left / right)
dynamic copyright year
build
IGame creates the player entity
InteropGen - allow access to static native variables
Managed GameServer creates the player entity
InteropGen - native variable access (managed)
InteropGen - native variable access (native)
Rewrite of splitscreen post process blending
Merge remote-tracking branch 'origin/master'
Default ColorFilter should be white
Was editing files in the wrong folder :S
instant camera:
removed unneeded model prefab
renamed worldmodel
updates to .worldmodel prefab
tweaks to vm watergun animator
WIP node connections for failed responses
More inner tube splash tweaks
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merge from/BoatMountingFix
OK, third attempt at a good fix that covers everything. Keep other mount interactions the same as originally, but just flip the mount vs. push order on boat types, giving push priority on boats. Required moving the Push menu command out of BaseVehicle.
Water pistol sounds
LiquidWeaponEffects sound playback tweaks
Different fix. Put Mount back as priority over Push, but disallow mounting from outside the boat.
Don't show the drink option while mounted to a board or tube
Added another prevent building volume to the pool to prevent being able to deploy over the edge
Switched pool physics material to metal for proper impact decals
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
Refactored pump checks, added some additional ones.
Can now hold reload to continuously pump.
Add separate root and main stream particle system references so speed can be controlled separately to overall playback.
Force calculate artificial lights on first calculate
Add a 5s random offset to the time restriction on updating artificial light quality