192,676 Commits over 4,049 Days - 1.98cph!
primitive -> 4ShotMiniCrossbow
merge from primitive -> aux2
merge from primitive_gm -> primitive
Ensure on the server that items can't be crafted in the wrong era
Make pistol ammo loot only as well
merge from main -> primitive_gm
merge from fix_amplify_import_times -> main
Make chainsaw and jackhammer only available from loot in primitive era
Change era restriction so it's a whitelist of sources you can get it from instead of blacklist of where it's blocked
- unless unassigned then it means nothing
Add support to only block items from certain sources inside an era
- example: making jackhammers available in loot but not available from vending machines
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catapult.reload command can now take arguments: "catapult.reload 1" will automatically load a boulder, 2 a firebomb and 3 a propane bomb
fixed lumberjack hoodie skinning issue - rebuilt prefab
Added CTakeDamageInfo:Set/GetWeapon()
FireBullets sets the inflictor to the weapon firing the bullets for HL2 weps
Base weapons SetWeapon on CTakeDamageInfo
Also set correct inflictor where necessary, such as NPCs shooting weapons
More corrections for damageinfo weapon/inflictor
HL1 weapon inflictors/weapons
Added per-ammo firing effects to the ballista
Added global hit effect to the battering ram
Burst cloth setup on ropes for snake mask
Added per-ammo firing effects to the catapult
Added catapult.reload command to instant reload nearby catapults
Merge from steamworks_161
Increase workbench tax in primitive gamemode
T1 0% -> 10%
T2 10% -> 20%
T3 20% -> 40%
Update Facepunch.Steamworks to use Steamworks SDK 1.6.1
4ShotMiniCrossbow -> primitive
Update: DemoServer - implement fixed step playback
- Should keep demo stream consumption stable
Right now we're streaming too much data(at 30hz with ~200hz editor sim), which trips up a number of violation checks. Going to try tweaking the number to see if it helps with reproducable results.
Tests: played the demo twice - the step count was the same, but the result numbers were different.
Added different animation curve for reload rotation
- manifest - smoothed out the barrel rotation code
Merge from weaponrack_backpack_slot
Setup weapon rack configs for all shields
- Redone arrowhead display system to be closer to regular crossbow
- Use hashset to store enabled arrow heads
- Move scope attachment point closer to front of barrel to move fov area forward
- Increased default fov
Can now place equipped back slot items on weapon racks if you're not actively holding a weapon/item (that will take placement priority instead)
Backpack weapon rack configs.
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Restored old horses behaviour to be like on release
remove deploy animation loop time
Hide battering ram head item
- Only allow holo and simple sight to be added to mini crossbow
Blowpipe reload update and view model camera pass
Lunar new year mask added.
- set up prefabs
- added materials
- added model
- added textures
Disable bradley & cargo ship
Also block the train tunnel entrances that spawn outside of monuments
Prevented shoot sound from firing twice
- Fixed bone arrow being used instead of fire arrow in viewmodel
- Fixed strings wiggling back and forth
ProceduralMapTesting updates
merge from main -> primitive