200,016 Commits over 4,140 Days - 2.01cph!
Prelimary merge from water-2.x beacuse yay shiny
I can totally spell preliminary
helicopter rotor sound tweak
First pass at stone construction sounds
Underwater bubble sounds
Underwater bullet trail sounds
- Slight refactor of projectiles
Removed half-block + half-block slanted
wall.window.bars hook for shutters worked out
back up
- Projectiles can now decelerate
- Removed unused Patcher Glue prefab
Changed how ragdolls are constrained to corpse entities
Fixed AmbienceStings errors when playing on a map without TOD_Sky
- Added placeholder bomb projectile
Fixed server.cfg and serverauto.cfg not being run (reading from wrong folder)
Server deletes entities on quit
TOD/Weather/Post/Water tweaks
Manager singleton instance stuff moved to base class
GameOptions, UIManager, UnitManager singleton cleanup
- Reworked radius blast stuff
- Enemy_Bomb now does area damage on detonate
- Projectiles can now have a random direction offset range
- Removed old blast stuff
- Patcher glue now has a 15 degree random angle offset
wall.window.external model tweaks to avoid clipping w/ windows deployables
prefabs implementation for vertical and horizontal embrasures
- Reduced the cooldown timer of the first use of Booze Burner's flamethrower
* Fixed combine mines not detecting players in Single Player ( And player in the last player slot in multiplayer )
* Fixed util.TraceLine and Entity:FireBullets not hitting player hitboxes outside of their hull if there is a prop behind said hitbox
Automated Windows Build #24
Batch 1 of Owl animations ( Batch 2 will contain remaining anims, clips, anim events & character)
Updates to Owl source anims
Added button to BeforeEditor to dirty and save all assets, use this when you get null refs in data assets
Owl character rig file & materials for game
BeforeEditor buttons visible without an active tab
throwables slowed down & do less damage
▌▌▄▍▉▊▊ █ ▉▆▅▍▍ ▋▄▉▄▆ ██▊▆ ▊█▅ ▍█▍█▋▆▍ ▋▍▍▋▍
Tool cupboard checks line of sight when attempting to authorize / clear