254,769 Commits over 3,990 Days - 2.66cph!
working on onion speech
removed guard stage
removed cube stage
removed armor stage
removed track stage
removed zoo stage and old tutorial units
removed edifice stage
removed satellite stage
removed howieTest stage
removed logoTest
If the drug holder dies, drop the drugs instead of failing the mission and losing them forever. Need to sort out what happens if someone else picks them up though.
Introduced heroin to the game. Tweaked heroin drug mission.
Mission work, new payphone mission option, updated InfoMessage to support multiple messages.
Fume improvements.
Nailgun fx.
Only invoke viewmodel anim events if the viewmodel can be seen locally (viewing firstperson)
Allow weapons to register worldmodel anim events, only invoke events if viewmodel is not visible locally
Add animdef for spas12 worldmodel
more shader and warning fix
DistanceFlare-Streetlight is the proper warm instead of red.
updating text mesh pro, adding missing character to get rid of the warning spam
Optimize minor table.Count comparisons in TTT and dupe icon generation
Show crafted item when unlocking a crate
Optimize table.Count comparisons (#1571)
* Optimize table.Count comparisons
1) Remove unnecessary use of table.Count in TTT (table is sequential).
2) Remove table.Count from duplicator icon generation and keep count in the already existing loop
* minor changes
Added Player.GetAmmo, returns a table
[D11][Tutorial] Added extra defines for local server and changed define for debug xbox build
net.BytesLeft and net.BytesWritten now accept an argument - if it equates to true, the functions will return bit values instead of bytes
Added TileScorerType, tile scorer list now a dict by type.
Started tile scorer debug visualiser.
net message buffers do not copy the data
Unloading skins no longer causes any GC
[D11][UI][689] Fix for client and server disagreeing on player been close enough to loot.
Skin textures are "unloaded" instead of destroyed if they were loaded from bundles to prevent asset corruption
Playback speed UI can now be overridden by controller
Merge branch 'master' of SpaceUsurperUnity
CHIPPY-364: Menu core look behaviour improved for controllers
[D11] [UI] Potential fix for crash when searching for server with empty string. Added missing translations and fixed input icons on search popup.
fixed attack particle event rotation
tweaked some attack FX / decals
custom grid system similar to bulma
Slowed the career mode AI difficulty ramp. First 2 matches are easy, next 2 are normal, rest are hard.
Set default practice match AI difficulty option to Normal not Hard.
Update smallGunOptional.json
[d11][Audio] Added reverb triggers to buildings that were missing them. Set up external reflections DSP on mixer.
net message reading gets its own buffer like user messages
[D11] [UI] Fixed vending machine customer panel not correctly showing purchase amount text. Added input icons for changing quantity when purchasing from vending machines. Added error message for game tip being null when requested.
Fixed ui.mission_list not swallowing input.
[D11] [Audio] Attempt to fix pie menu sounds going missing
[D11] [Audio] Attempt to fix pie menu sounds going missing
Re-enabled AI emotes and disabled them correctly just for mobile (until I look into why emote loading is failing on mobile)
Dump trum and digger material fixes / tweaked color of the dump truck details texture
Melee damage, done some checking etc.
Windows specific on overloaded functions in ISteamGameServerStats