199,489 Commits over 4,140 Days - 2.01cph!
added back transition to emotes from idle
EntityViewEditor SmartObject panel
EntityViewEditor for children
Fixed compilation error in underwater.shader
Player can select any entity in editor
Entity.Transform property rename for clarity
Entity.OnSelect/OnDeselect bool set in base methods
PlayerController entity selection fixes, event properties
Ground/world clicks deselect all entities not just units, duh
Debug select only control
Press F1 to select the currently selected Unit's view gameobject
fix for in combat while runing glitching
last checkin was the wrong file, this is the real fix for in combat while running glitch on the human
-leftCtrl + lmb on unit = selects gameobject in inspector
-Fixing SO not checking for max Subscriptions and InteractionPlan too.
Deincrament suscription change
Move smartObject.AllowedSubscriptionCount incrament to InteractionPlan constructor
AllowedSubscriptionCount calculated correctly
Started splitting network and gamemanager functionality
Added mission status UI
EntityView physics events dont use er, events
Added a VERY shitty hack to stop buildingdefinitions references from getting lost!
working on high poly beep truck. added side panel, refined bonnet, created bonet latch and hinge
check it before I wreck it
Fixed ents.FindInSphere clientside working as ents.FindInBox
Fixed the problem with DTextEntry
Moved some SO collider setup to SmartObject because reasons
Removed unused html files
Fixed regression that caused rocks to occasionally overlap roads
Physics events handled by EntityPhysicsListener component, manually added and set up by those entities that require it.
added unique human sprint anims
human locomotions are correct speed for anim system
imported latest csv stats
Fixed UnitCollections not destroying themselves properly
* Fixed face poser not posing the last flex on some models (GitHub)
* Fixed npc_grenade_frag creating new effects when picked up by gravity gun without deleting the old ones
Fixed a couple more unit collection issues
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Prefab mountain topology updates
Melee weapons look for the best body part to deal damage to rather than just taking the first one they can find
Updated skeleton damage multipliers
Melee trace uses a threshold to switch between the accurate best-hit trace and the inaccurate any-hit fallback
* Partially fixed ents.FindInCone ( Still need to figure out the angle argument )
* Added File.__tostring
* Added ConVar.__tostring