201,898 Commits over 4,171 Days - 2.02cph!
Started fleshing out Smart Object v3
view model animations for rocket launcher
sound effects and special fx for rocket launcher
Fix rustle sound triggers being on the wrong layer
Fixed parachute cull distance
Clientside IsDeveloper() fixes
re-rigged the rocket launcher to include Tom's new rocket model
Updated anim controller with forehand anim
Fixed some head wrap clipping issues with new head models
fixed a bug with the pickaxe world model being all white
tweaked animal animations a bit
FOR FUCK SAKE tweak camera
Switched to packed maps for pvt prepass rendering
Fleshing out Effects and Needs.
Switched to packed maps for pvt prepass rendering
Reduced PVT system memory footprint by ~85%
Reduced PVT initialization time by ~60%
Added PVT initialization stats for memory and timing
Updated native builds
Little extra bits on the repair bench gibs.
EffectAction baseclasses set up for Effect + Trigger baseclass for Effect and Need.
Removed redundant lighting properties
Added decal.scale server convar
Optimized PrefabAttribute lookups (doesn't create any objects now)
Don't decay landlocked blocks
Added ddraw.box
Fixed not being able to place triangle foundation on terrain
Player follows ground height
Fixed barricades missing placement guides
Made the focal point fundamentally move on its own, and average its height between a few rays. It works very fine unless you zoom full in and walk off a cliff.
- Added double click handling to PlayerCameraControls and a double click move/zoom using JumpTo.
- Reverted to "old" camera movement but with adding dampening value for the Y value (for now).
A little cleanup and rebinding some keys (orbit uses Alt, drag/move now RMB)
Reworked Attribute for SOv3.
* GitSync
* Updated Bootil to latest version once again
Adding Lshape stair and railings for wood type
Assets and objects for player select
Added Mavis forehand stretch & body anims
Fixed hitting tree noise generators
Tweaking quality settings