197,434 Commits over 4,110 Days - 2.00cph!
Made the Grav-beam look pretty
Store prices use the item amount
Added a note to explain things
More fixes to player commanded movement.
Re-enabled movement speed AI
More movement WIP
temporarily disabled movement speed AI to test this
Renamed some ModeDisplay child objects (and their references in animation)
Added UIMatchMode to ModeDisplay which gets called with the current game type
UIMatchMode items are split into generic and mode specific values in code
Player commanded movement fixes WIP
Tree colliders count as grounded in the server side player movement checks
Consumable items try to go straight to belt when picked up
Stackable items prefer item containers that already contain other items of their type when picked up
Implemented a better gravity beam, with some next level code i did myself (probabaly best thing i coded yet tbfh) work perfectly now, just need to add some nice sfx and a cool beam color to it. Also igot rid of the noob gui shit and have scores and ui going staright to ui text now.
Viewmodel source update to latest rig
Fixed double click jogging
rerefixed locomotion a nims
Fixed prop spawn mismatch between client and server.
battle ui doc
UIBattle now listens to game created event
added MatchType enum to gameinfo/protobuf/match definition
Adjusted maxrpcspersecond default value (now 200)
Added instancing support to foliage displacement pass
Removed accidental zombies mode. Version++
Test fix for team order
Version++
Hooking more stuff up to the crime manager
slowmo added and ui improvements
More metal impact polish
Barefoot footstep polish
New dropbox submit sound
Unfuck airdrop flight sound import settings
Mix tweaks
modified intro for the game mode display stuff
tweaked cp bar to be more flexible in case we need more or less than 3 cp
setup background color for the unit health bar, added a small trim to be a bit more readable
Simplified the Gun.cs reload method. The other changes are just renaming.
Refactored the reload check methods
Forgot to save one file for last time.
ItemHolder interface method can use the unified inventory.
Delivery missions have the target actually take your item on delivery