223,458 Commits over 3,684 Days - 2.53cph!
Cleaned community ui test
Added nav_wait cvar (default true)
Added nav_disable cvar (default false)
reverted the values in the ground blend material
Builds with chromium disabled work
Panel.GetHTMLMaterial doesn't return anything until first successful material load (Awesomium support)
Gracefully handle unexpected destruction of CefBrowser
Fixed errors that were preventing correct startup. Probably still super buggy but everything spawns now.
All compiler errors fixed, actually running it still broken.
Moving client-only deserialize methods into client+server space, to handle level load deserialization on server. Lots of compilation errors right now.
- Control whether server loads saves or not in editor mode, via WiseGuysTools.
- Allow NPCManager and VehicleManager to base their init actions on whether the level is new or loaded from a save.
- Let vehicles save.
camera line of sight check uses head height
let's not use delta time for the camera controls
Merge vehicle fixes from trunk.
Wreckage collider for players, and nav obstacle on wreckage for NPCs
Fixed vehicle wreckage appearance to work with Paul's new meshes
re-exported default truck 4 with parented anchorpoints
parented truck parts to anchors and reexported
Ignore Cooking::cook/createTriangleMesh error
added a normal check to the camera raycasting fuckery
Merging in the latest from Main.
added truck anchorpoints
fixed grill and handles being paintable
set all cosmetic pivot points to anchorpoint's pivots
build_win32_projects.bat builds chromium_process
Steamworks VDFs catch chromium's dependencies probably
added a debug line for the camera
Don't allow addons to replace console.log (hack for support with Awesomium)
Fixed duplicate input on certain key presses
File library can't read from chromium cache
Fixed building placement guide mesh not changing color to indicate validity
Fixed main menu font weight
Kinect detection uses async lua/js callback
Started work on cleanup of how stat manipulations are handled so we can use them outside of Effect more easily
Fixed wearables showing up in the item bar UI
Made all clothing items carryable
Main menu is no longer google
Scheme whitelist
Added chromium_process.exe to copybins scripts
Added Encumberance consideration and conditions to some Building AI goals/plans
Added Encumbered flag, effect
Disable remote debugger
Update useragent
Fixed held and carried item effects not being properly applied
Removed WeaponParameters.Effect (use held effects instead)
Items component tracks total weight of all items
Wearables are added/removed from the Items component
Added Encumbrance stat simulator
DHTML inherits from Awesomium again
Added -chromium statup parameter, replaces Awesomium panels with Chromium
Recalculate bounds after resetting lodgroup local ref point; just in case
Fixed missing Container item type icon
Commands widget does not disable craft choice buttons based on unit's knowledge of required items (shite)
Finished the game
Added encumbrance stat, updated Stats+Properties with encumbrance and fear
mining quarry has AI obstacle
fixed missing AI sounds
AI flees when it cant reach its target
wood armor helmet balance
Disabled npc apply vis for now
Fixed DoFlybySound NRE
Save++
Network++
Fixed JS functions being created too late
Added chromium to client