251,292 Commits over 3,959 Days - 2.64cph!
Increased max third party prop texture res from 32x32 to 128x128 => ~0.5 MB to ~8 MB
Added camera snapshot and updated racket prefab layers
- Rooms now drop 0-1 weapons across containers
- Removed the 10% chance of dropping ammo for a weapon type you're not carrying
- Changes to loose cannon and cocktail launcher
- Containers can now be exploded by flying into them
- Added placeholder ammo type icons to ammo UI
Atlas stuff.
Improved some meats.
Fixed barricades culling too early
- The top ammo UI slot is now always the current weapon
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
Moved weapons into item atlas. (Fresnel is a bit weird atm in some lighting conditions.)
FX tweakery.
Weapons to greybox
Way better melee rock impacts
Pick new attack every loop of attack execution coroutine
Fixed trail renderers destroying item views
Fixed skin shading regression on OSX/glcore
min 5 damage from codelock failure
- Can now specify colour of combat text
- Added combat text for a few more events
code lock shock final pass
Added "ent who" admin command - for seeing who created the entity
Fixed separable blur shader error
electrical shock code for code locks, no more bruteforce
Edited all atmospheric pieces, removed 1 & 7
Workshop download diagnosis code
Automated Linux DS Build #196
Projectile attack uses animation callback, ddded "AttackFire" events to human bow and throw anims
Added command "clear" (clears console)
Added command "copy" (copies console content to clipboard)
Automated Windows Build #196
Automated Linux Build #196
Virtual directory for mounted Workshop addons, lets us control the mount order
Moved CreateClientConVar implementation to Lua
UserInfo ConVars which are their default value now get networked to the server
GMA files that a server makes you mount now get unmounted on disconnect
Action.AttackUnit now handles combat ability choice and Unit movement internally
Projectile bullshit
Some item pickup/entity physics fixes
Tweaked a number of important textures to use trilinear filtering (coz it's 2016) and anisotropic