255,015 Commits over 3,990 Days - 2.66cph!
Started adding new audio bundle stuff (not doing anything yet)
Fixed "invisible water purifier" issue
Unfucked entity parenting on quarry + water purifier (still some weird client side shit going on with nested parenting on the water purifier)
FOR FUCK SAKE change camera ssao solution
tweaked the crouchwalk animations so they're lower and more distinct from the standing/walk animations
tweaked the pistol viewmodel's sprint animation
Automated Linux DS Build #339
Automated Windows Build #339
Automated Linux DS Build #338
Automated Windows Build #338
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Removed the old building system
AnimationRootMotion uses unscaledDeltaTime for it's velocity calc, code consistency tweaks
Fixed some Items not correctly initializing their "held" interactions properly
Automated Linux DS Build #337
changed how animator movement speeds get modifier to stop hit anims getting speed adjustment
Combat projectiles spawn fix
Combat types move and folder cleanup
Automated Windows Build #337
Attachments/Items, Item cleanup
Automated Linux Build #337
Removing old node GUI crap from BeforeEditor
Rename BeforeInspector > BeforeEditor
Items and Attachments component cleanup
whitebox building 1 updated
Further work on the test map / truck setup
lodded exterior and undercarriage of beep truck, front, engine, most of interior
Entity.GibBreakClient can no longer be called on non BaseAnimating entities ( Fixes crash when using on brush entities )
Visual FX optionally follow entity transform position
Combat weapon equip NRE fix
Whoops I had skydome disabled in main
VisualFX particle systems play children on fire
Apparently more prefab saves who knew
Why not move ALL the things!?