251,228 Commits over 3,959 Days - 2.64cph!
Fix bounds check in SetBoneMatrix/GetBoneMatrix methods
ConVars created with CreateConVar()/CreateClientConVar() now have their default value set
Fixed memory leak in Lua-created ConVars
VicinityEffect tweaks
Fixed StatCollection.AddStatMinipulator always outing a null stat modifier
Re-added deployer for locks (until we have something better for them)
Decay protection points use sockets (faster than physics query and actually reliable)
Removing some dead goals and actions
Making combat code a bit more generic and sensible
Added buildingobject LODs
TENN-15 - Smash anims
TENN-15 - Smash anims
Owl -Serve walk update
TENN-15 - smash anims + clips
Owl - improved serve walks ( translates further, added outros & hooked up to player controller)
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Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
FOR FUCK SAKE burner rig/setup
FOR FUCK SAKE burner prefab
!A burner animation + animation controller
Reset controller on main menu entry
Updated input module to handle multiple selected items
-removed useless function(leftover from attempted changes)
-dbl click breaks follow.
modified rowhouse mats and mesh
- Massive savegame rework and tidyup
- Furthest level reached is now permanently saved
- Deleted a bunch more now-unused files
Gave player goals some special treatment in Agent+Goals.
concrete slabs models, LODs, COLs, ready to place prefabs, textures
powerplant dressing update
Rectangular lots, a few tweaks.
Final polish and added the FX lineup to graybox scene.
Blend improvement
Crunched the new textures down to nothingness.
Missing prefabs.
Secondary fx blend style for comparison. Maybe better.
Atlas and parts for violent impact spray.
Unnecessary mesh in this prefab.
More projectile stuff, bow shoot ability groundwork
Give player commanded goals a bit more power.
EffectParametersDrawer enabled again
Missed heli glass material
Added VE Fire Threat to Burn Fuel process.
Choppa has new shaders; now fades nicely into fog
Added fog-aware custom glass shader (very basic atm)
Added lower level of detail to rain