255,896 Commits over 3,990 Days - 2.67cph!
Working on vehicle spawns
Improved reload verification
hemp must be planted half a foot apart
repairing now costs components constituent parts instead of being free ( suckas )
custom smg slightly cheaper
Starting work on adding vehicle spawners
Disabled rust/std detail layer in materials that weren't actually using it
Added back wetness layer control to rust/std shaders; cheap/simple/straightforward controls + masking
Fixed shadergui inspector script handling of detail-related keywords
m92 sounds
ambience polish, tweaks, and a few new sounds
mixer tweaks
Added a basic little editor window with some buttons
Added a little editor window with some buttons
thrown weapons stuck into other objects use throw direction as impact normal
melee sprint block happens at moment of impact instead of strike time
melee sprint block reduced
mace cost reduced and damage buffed
salvaged sword cost reduced
Fixed 5.5 related compilation error
Fixed vehicle in a more correct way now that I understand things better.
Aiming tweaks and untested chat messages
Extra closing brace got in and ruined everything
projectile fix
removed unused stats from BaseNPCClass
Made getting in/out of cars work with the new network system
Automated Linux DS Build #516
Integrated the custom Facepunch utility ai solution Garry and I worked on for a couple days, compared to Apex the Senses/Visibility calculations kills its performance and scalability.
Automated Windows Build #516
Automated Linux Build #516
* Entity.GetKeyValues will convert boolean values to integers instead, for compatibility with SetKeyValue
Added buffer resize + tests (needs removal fix)
loot/npc layers should now be set worrectly
some powerplant ground floor painting / dressing around central building
Fixed flickering via temporal visibility filter; controlled by minTimeVisible
Fixed support for static occludees
headless server fix (doesn't actually make it work though)
Entity class defines default attack skills, items can provide skills
EntityClass defaultLayer
Effects cleanup, stacking support, refresh oldest
Left over colliders and misc changes