242,966 Commits over 3,867 Days - 2.62cph!
Optimized builfing block health networking
Fixed NRE when using shotgun
Fixed player networking queue not actually queuing
Corruption persistence tweaks.
Some cleanup for the new sprite packing algorithm.
New sprite packing algorithm.
brightened up rock lightmaps (switched to add instead of multiply to try to make the blues less green), darkened main light intensity from 0.5 to 0.4. Added sinwave timer back on to court to art-test
Disco flare fix for the testlevel.
eating animations for boar / stag / bear / wolf
Fixed a bunch of warnings
Fixed all the whack tree LODs. More ground texture wips.
[block_party] re-did player sprite
Clothing protection values
building protection values and health balance
fixed grade damage assignment on default spawn
[block_party] squid block laser no longer goes through blocks
Improved how AISense detects corpses.
BaseAnimal no longer hides it's public properties under a server CC flag.
AISense now searches using type comparison.
Hammer sounds and sound tweaks
Assert that UpdateNetworkGroup is only called serverside
Cleaned out @zon's debug comments
Reformatted @zon's unformatted code
Fixed hammer, added map compiling tools, added model compiling tool ( needs testing ), moved garrysmod.fgd to GarrysMod/bin
GitSync + Update Bootil to latest version
Fixed snow jackets making you immortal
Added prefabproperties to gamemanifest
Player compound protection values
Fixed bug in ArrayPropertyDrawer
Added minium / max scale for generated rocks
Updated water to the latest version
Updated custom sky prefab
Time of Day update to 2.3.3 prerelease 2
Fixed damage protection being applied twice
Fixed meshcollider damage protection not being applied proper
Animal partol values no longer using defaults.
Restored animal properties from main.
Merged remote logging fixes.
Player metabolism is now logged after a 10% health change.
Added remote log to game setup.
New char02 fbx export to source and art database. Texture compression check. Material tweaks.
Merged changes from main.
BuildingBlock derives from CombatEntity
FixedUpdateEvent has fixed tick time (listen server enhancement)
Added a bunch of profiling stuff
Split BaseCombatEntity into shared/server/client
Moved Healt()/MaxHealth() from BaseEntity
BaseResource uses BaseCombatEntity
Tweaked entity network update timings
BuildingBlock network updates when taking damage
BaseCorpse derives from BaseCombatEntity
WIP on replay system for effects
added detail to court textures
Corruption tweaks to make UV fuckups more persistent.
Post-build deployment, GUID: 02b7b1b2-9446-4124-a4c3-f4edd71152a6
Toolbar is now toggle-able, and is hidden by default in the web player.
made light slightly brigher, darkened wood textures slightly (set to grey)
Re-implemented clearing the console when right clicking the console toggle button.