199,336 Commits over 4,140 Days - 2.01cph!
Let game.KickID take SteamID as well as UniqueID in first parameter
- Item definitions can now have an effect prefab ref that gets linked to the weapon model
Automated Linux Build #173
- Added starter booster to starter equipment
- Starter equipment items are now excluded from loot selection
Automated Windows Build #173
First stage bloom replacement; aiming for temporal and spatial stability
Automated Linux DS Build #173
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
Foundation deploy volume update for RUST-457
- Dropped weapons now have an effect
- Rebuilt player prefabs
dungeons modular chainlink fences models and LODs
Moved everything around a lot
Boar obj
Finished standard-specular; second stage
Chainlink fences ready to place prefabs
Powerplant dressing update
- Booster WIP stuff and playership scene rebuild
- Ability and powerup booster effects now activate
whoops, this was meant to be the last checkin
Tweaked mouth PSD and material
Added Intelligence stat
Fixed deferred path to support deferred materials
Finished standard metallic and skin (spec)
animals have movement anims at 2meters per second so fits with generic movement controller
update human item materials
updated mammoth colour on animal colour atlas
fast walk for mammoth(its rubbish)
can see mouth in all beards
animals have export script changed, it gets the velocity from a bone called speed and if its above 0 changes the fps so velicity is 2meters per second
human male has new nose and materials changed on items to something proper
female has eyes and noses from male
fixed silencer and other attachments being visible while scoped
Attempt at fixing glsl eye adaptation shader on 5.3.2p1
fixed wall frame having lower health than doors
Wall frame building shell protection
* Make GMod repo use latest Bootil repo changeset
* Updated the DirectX out of date popup to allow the user to try to launch the game anyway
* Added "body" and "type" for HTTP()
* Added PathFollower:GetAllSegments()
* Added CNavArea.GetExtentInfo()
* Added "AllSolid" to trace result
Automated Linux Build #174
Automated Windows Build #174
Fixed full frame shit being pickupable like doors
Added Cowboy prefab, updated config
Automated Linux DS Build #174
Fixed full frame shit being pickupable like doors
Switched to combined WW scene for build
Switched Igor Smash to use blend tree
Added jump to movement controller (not needed for smash now but maybe useful)
- Super duper booster effects now face actual movement direction not ship orientation
combined textures on CC and exported mesh
removed some old cc materials, added combined texture and meshes for cc, added to scene