248,571 Commits over 3,928 Days - 2.64cph!
Fixed missing damagetype on pickaxe + balance
Stairs block, both for foundation steps and slanted half block - Behold the stairy rooftops!!
Switched networking to use times instead of ticks
Added server.fakelag
Added sever.fakeloss
Made lerping more sophisticated
Fixed RemoteLog serialization
Protocol++
Fixed ddraw.boxes all being white
Post-build deployment, GUID: a81bee29-f196-4935-8f12-9a17fd2c080a
Post-build deployment, GUID: e0ae0678-4a7c-43b6-bf07-8c4ebd7dbe0e
Documentation updated during deployment build e0ae0678-4a7c-43b6-bf07-8c4ebd7dbe0e.
Documentation updated during deployment build e0ae0678-4a7c-43b6-bf07-8c4ebd7dbe0e.
[shooter3d] Added `Cuboid` class.
[shooter3d] Some refactoring.
[racer] Reduced default traction.
[racer] Track is now randomized.
[racer] Added ignore file.
[racer] Fixed track mitering.
Very thick lines drawn with `Graphics.DrawLines` are now clipped correctly.
[racer] Added basic track generation and rendering.
null entity check in SaveAll (something weird is happening)
fixed a gap in floor piece
Renamed `PaletteBuilder.Add(rgb)` to `PaletteBuilder.Add4(rgb)`, added `PaletteBuilder.Add3(rgb)`.
Fix click in pickaxe strike sound
tweaked the amount of shaking when firearms are shot.
changed the firearm mecanim state machines so they use the new ADS animations for firing / idle
made a change to ironsights script that would set a variable in the view model's mecanim state machine specifying whether the gun was in ADS mode or not.
added new firing animations for weapons that have aiming down the sight
Pickaxe sounds, first pass