12,387 Commits over 3,742 Days - 0.14cph!
Snake LOD distance improvements
Refactor/cleanup test code, move it down from SnakeHazard to WildlifeHazard.
Add IsCorpse flag. Stop all client-side updates after turning into a corpse.
Correctly show as dead visually if dead when entering network range.
Bunch of WIP to support transitioning the snake entity to being a resource dispenser on death without using a separate corpse, so that we can keep the nicer death anim as a corpse visual and eliminate some ragdoll issues too.
Fix metal detector sources not spawning in the jungle
damageScale, distanceScale and projectileScale set to 1.
Adjusted dart velocities.
Hookup anim in holdtype so third person fire anim triggers
Some radiation dart changes:
Capped to 3 applications, 10 radiation each.
Effect is now reduced by radiation protection.
Dart damage tweaks.
Lowered radiation dart effect strength.
Dart and blowpipe LOD and outline fixes
Reduced velocity of all darts
Add a tooltip explaining the need to jump to avoid a snake attack. Show it the first 3 times a snake hazzard is failed.
Make it easier to find a new position for non-flat terrain
Fix Snakes getting stuck in the same position and not triggering their hazzard attack when unable to find a reposition destination.
Setup for wall mounted weapon racks. Too small for other types.
Blowpipe weapon racks setup.
blowpipe worldmodel LODGroup
Fix headshot marker not happening
Add water depth check to ValidatePosition when re-positioning. Allow shallow water but nothing more.
Fix delayed triggers after repositioning.
Bunch of refactoring.
Fix double strikes.
Reduce reposition delay.
Face towards player when re-appearing
Obscure vision overlay improvements
leap attack animator setup
Merge from turret_scaling
WIP modifier scaling & autoturret using it for darts.
Merge from editoronly_ui_convar_warning
Play rustling sound on client alert
Play the hiss anim when starting hazard
Add a very obvious and very placeholder disappear/reappear effect when snakes reposition - to make it obvious it's intentional and not a bug, until we get real effects.