200,001 Commits over 4,140 Days - 2.01cph!
del deletes multiple objects
Corrected config table and fixed issue with out of range dive index
- Fixed static lighting breaking in some cases
- Unsubscribing from addons now properly deletes the associated .gma files
- Fixed another OSX build issue
- 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
- Decreased item hoover range from 200 to 100
- Added a panel to gameplay UI ready to show when you have unspent skills
- Level up panel now correctly shows if and how many unspent skill points are available
- 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
beancan grenade worldmodel
tweaked position of the f1 grenade world model so it sits better in the hand
* 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
- Moved the machine-name quality setting stuff to GraphicsOptions (because that actually makes sense)
- Removing the "3d" stuff from InfluenceMap
- InfluenceMap.Image is now flipped so it actually matches up with the underlying zone
- Cleaned up InfluenceMap update routines but they're slow as hell anyway
Added ServerRPC Conditional IsActiveItem
Made texture2D.Clear 10x faster, allocates relatively no memory
Map fogofwar saving/loading
Adding Activity variants to persistence, need second opinion
Added ItemModContainerRestriction
Only one map can be equipped at the same time
Fixed player clothes sometimes rebuilding multiple times after change
Cleaning up a bit, or breaking shit...
Apparently these are used for menu state.
Refactored world initialization
Added support for procedural components to custom maps
Added topology filter to cargo plane
got WorldActivity to save and load
added a custom editor for tester to save/load
Added ignore for a debug folder where I can stuff dirty test scripts, without Plastic harassing me with gusto.
some cleanup, and an attempt to save GroupActivity (not sure how to spawn me a group to test tho :D )
FOR FUCK SAKE updating shaderforge
I managed to do so, and it works!
Use only map in beltbar
Follow player until click
FOR FUCK SAKE tweak material