252,767 Commits over 3,990 Days - 2.64cph!
- Double jump, movement tweaks
Potential fix for rare NRE when cancelling loading screen
Fixed NRE in PlayerMetabolism.CanConsume
Fixed Units not actually being in the unit list.
Fixed player craft desires being wiped just after creation.
FOR FUCK SAKE door socket for industrial structure
FOR FUCK SAKE asteroid material
Fixed excessive reach on certain melee weapons (for example the rock)
Fixed camera sometimes having incorrect tilt values when zooming out.
FOR FUCK SAKE industrial block tile
!A industrial block door brush
Automated Linux DS Build #383
Automated Windows Build #383
Automated Linux Build #383
* GitSync - Cleaned up PP lua + 2 nano community changes + Fixed a stack overflow in DListView
* Cleaned up materials/pp/, removing 1 spam messages on each map load in Sanbox
* Moved "unrecognized conditional test" warning to "developer 1"
* Added a few more L4D1 map icons
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Fixed projectile speed verification getting inaccurate when server FPS are insanely high
Converted some OnValidates to DoPrepare
Changed save file name (to let server ownrs opt out of wipes by copying the save file)
Save file protocol shows a warning instead of blocking the load
Colours, exceptions, signing
Re-applied temporal-aa black sludge fix + motion-based blend feedback scaling
Touched all rust/std shaders to trigger b25 brdf alu opt
window frames reverted, errors removed
Automated Linux DS Build #382
Automated Windows Build #382
Automated Linux Build #382
Physgun no longer encounters gimbal lock when rotating around pitch axis
non-MOVETYPE_VPHYSICS physgun beams no longer lag behind their entity
Physun angle-snapping no longer jitters between snapped/unsnapped when releasing shift/use
Physgun can only rotate NPCs without physics objects around their yaw axis
Added physgun_maxrange
Fixed protective armor absorbing damage from animal attacks