251,075 Commits over 3,959 Days - 2.64cph!
Automated Linux DS Build #175
Automated Windows Build #175
Output SystemInfoGeneralText at startup, so it's availabel in crash logs
Automated Linux Build #175
Updated anim viewer to support multi height smash
Fix DFrame:Center when parented inside a panel not at [0, 0]
Don't let players enter vehicles that they are a parent of (stack overflows!)
Added optional parameter to poster command to save each frame as a separate image
Deleted some old sounds and add new atmospheric music no. 20
Refactored Unit+Items pickup animation callback/event data stuff to be less shit
Added animation callbacks for AttackHit in Unit+Combat
bear attack tweak
bear aggressive idle, ow, eat anims
generic animal controller updated a little
FOR FUCK SAKE WIP weapon part
!A WIP new weapon part
Fixed zeroed Screen.width/height breaking water code
Implememented Petur's new threat algo in Unit+Senses
Fixed several issues with Unit movement and GoToX actions and AttackEntity
Updated stats data from gsheet
Fixed stat importer not supporting float
Switch senses code to use regular v3 distance for now due to requirements of morale calc
Fixed wait time in Graze interaction
Removed unused speedtree shader interpolator
Fixed invisible wood / stone / ore collectables (these need a proper model)
Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
added cc metal combined texture
removed some old cc materials, added combined texture and meshes for cc, added to scene
combined textures on CC and exported mesh
- Super duper booster effects now face actual movement direction not ship orientation
Switched to combined WW scene for build
Switched Igor Smash to use blend tree
Added jump to movement controller (not needed for smash now but maybe useful)
Fixed full frame shit being pickupable like doors
Automated Linux DS Build #174
Added Cowboy prefab, updated config
Fixed full frame shit being pickupable like doors
Automated Windows Build #174
Automated Linux Build #174
* Make GMod repo use latest Bootil repo changeset
* Updated the DirectX out of date popup to allow the user to try to launch the game anyway
* Added "body" and "type" for HTTP()
* Added PathFollower:GetAllSegments()
* Added CNavArea.GetExtentInfo()
* Added "AllSolid" to trace result
Wall frame building shell protection
fixed wall frame having lower health than doors
Attempt at fixing glsl eye adaptation shader on 5.3.2p1
fixed silencer and other attachments being visible while scoped
female has eyes and noses from male
animals have export script changed, it gets the velocity from a bone called speed and if its above 0 changes the fps so velicity is 2meters per second
human male has new nose and materials changed on items to something proper
can see mouth in all beards
animals have movement anims at 2meters per second so fits with generic movement controller
update human item materials
updated mammoth colour on animal colour atlas
fast walk for mammoth(its rubbish)
Fixed deferred path to support deferred materials
Finished standard metallic and skin (spec)
Tweaked mouth PSD and material
Added Intelligence stat
whoops, this was meant to be the last checkin