250,363 Commits over 3,959 Days - 2.63cph!
* Renamed c_hands to c_arms
* Added CLuaLocomotion.IsAscendingOrDescendingLadder()
* Added CLuaLocomotion.IsUsingLadder()
* Added CNavArea.GetLaddersAtSide( NavLadderDir )
* Added CNavArea.GetLadders()
* Added CNavLadder.IsConnectedAtSide( CNavArea, NavLadderDir )
* Removed CNavLadder.IsUsableByTeam()
* Removed CNavLadder.GetLadderEntity()
* GitSync
beancan grenade worldmodel
tweaked position of the f1 grenade world model so it sits better in the hand
- Added a line on PlayerQualityControls which sets quality preset based on machine name, for better performance when working on laptop (maurizio take note)
- InfluenceMap now uses a greyscale gradient, for easier value sampling
- Added some preliminary SampleMap methods to ZoneInfluence
- Added support for influence maps updating at different intervals in ZoneInfluence
- Level up panel now correctly shows if and how many unspent skill points are available
- Added a panel to gameplay UI ready to show when you have unspent skills
- Decreased item hoover range from 200 to 100
- Moved hit shader effect calling code to a component, EntityHitEffect, and made it a required component of BaseEntityt
- Made the values of hit effect accessible from the inspector
- Added the hit effect to enemy prefabs for area 1
- Patcher glue now is correctly set to destroy on impact
- Set camera shake values to somethig noticeable again on the new camera prefab
- Fixed static lighting breaking in some cases
- Unsubscribing from addons now properly deletes the associated .gma files
- Fixed another OSX build issue
Corrected config table and fixed issue with out of range dive index
del deletes multiple objects
FOR FUCK SAKE fix collision from a bad commint
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
- Hit effect flash now has a shorter duration (0.05 instead of 0.1)
FOR FUCK SAKE hit effect and shader change
Changed dive states slightly for mavis / igor characters, added forehand dive for mavis
Mavis death anim (no giphy required Tom)
Fixed underwater bridges (properly)
Fixed lighthouses interrupting bridges (avoid bridges when placing them)
Reclipped dive, added event for racket swing, updated controller
rpg 2 + lods + prefab + textures + material
- Boozeburners, patchers and spikey things all now have loot chances
- Crates are no longer guaranteed to drop items
- Added small chance of health orbs to all loot drops
- Increased the amount of experience needed to level up
- Made starting weapon crappier
Final game mesh, including blendshapes, and textures for char06 Princess Snu-Tee.
Latest iteration of JF character shader.
Char06 game source textures and materials using JF character shader.
Blendshape and face and body adjust ZTool.
Updated skinning on character meshes
Fixed bug in collision check for splat effect
* Added models/weapons/c_hands.mdl
* Updated weapon_fists.lua
* Added NAV_MESH_ enums
* Renamed CNavArea.GetAdjacentArea( NavDir ) to CNavArea.GetAdjacentAreaAtSide( NavDir )
* Added CNavArea.GetAdjacentArea()
* Renamed CNavArea.GetRandomAdjacentAreaAtSide( NavDir ) to CNavArea.GetRandomAdjacentAreaAtSide( NavDir )
* Renamed CNavArea.GetAdjacentArea( NavDir, num ) to CNavArea.GetAdjacentAreaAtSide( NavDir, num )
* Renamed CNavArea.IsConnected( Area, NavDir ) to CNavArea.IsConnectedAtSide( NavDir )
* Added CNavArea.IsConnected( Area )
* Renamed CNavArea.GetAdjacentAreas( NavDir ) to CNavArea.GetAdjacentAreasAtSide( NavDir )
* Renamed CNavArea.GetAllAdjacentAreas() to CNavArea.GetAdjacentAreas()
* Renamed CNavArea.GetIncomingConnections( NavDir ) to CNavArea.GetIncomingConnectionsAtSide( NavDir )
* Renamed CNavArea.GetAllIncomingConnections() to CNavArea.GetIncomingConnections()
Ghetto fixed possible initialization error in custom levels
Changed collision layer in CC court
Various spawntable fixes
Network++