199,909 Commits over 4,140 Days - 2.01cph!
Pushed culling distance on some of the bigger signs
pumpjack and quarry guide meshes improved
Sentry guide marking improved
Fixed not reporting parameter errors properly
Merging production changes
* Updated All NPC/AI weapons except for Crossbow
* Increased precision of Integers for util.KeyValuesToTable
CameraParticleFX progress, fixed issue with Unit+Flags handling of sleep, added ResetBehaviour Action
Progress on building editor, window stuff.
Updated landing poses for throwables
fix for floating snap trap
Automated Windows Build #22
Working version; todo fix tod_shadows
Fixed NRE running dump clientside
Removed animators from crate/loot barrel
- Added ControllerNavigation component for gamepad up/down/left/right with repeat time/delay etc as I've pasted the same code about 100 times now
Fixed door collider layers
Automated Linux Build #22
- New UI code for base screen and interactable elements now work with new ControllerNavigation component
- More WIP options screen UI
Automated Linux DS Build #22
- ControllerNavigation now sends action1/action 2 button presses
- UIScreenBase now handles interacting with it's screen UI elements
Remove all animators from server by default, whitelist allowed animators using RealmedRemove
- Merged graphics options and escape/options menu UI to main
- Quit button highlights to red
- Less Fantastic quality profile
Fix swimming animations ( oops )
- Graphics options
- Graphics default to medium
Automated Windows Build #23
Automated Linux Build #23
fixed bug with the horse ragdoll skin not matching the alive version
fixed bug with the horse ragdoll skin not matching the alive version
Automated Linux DS Build #23
Prelimary merge from water-2.x beacuse yay shiny
I can totally spell preliminary
helicopter rotor sound tweak