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3,277 Commits over 670 Days - 0.20cph!

Today
Split the CanInteract method instead of using an overload. See if this fixes the mysterious MissingMethodException on Staging.
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Today
- Added the transitional animation for going from standing to crawling state - Fixed going to wounding state while crouching not showing the correct animation
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Today
Increase water factor when crawling, to account for the player's much lower head position
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Today
Don't allow climbing ladders while crawling
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Today
Added (admin only) console command "recover" as a partner to the existing "injure". Recovers from wounded state.
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Today
Merge NewWounding->Main
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Today
Increase crawl speed by 20% (including animation speed)
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Today
Merge Main->NewWounding
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Today
Fixed crawling weirdness when in water. Go to incapacitated state if crawling in deep water.
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Today
Remove outdated comment
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Today
Prevent jumpnig while crawling
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Today
Server-side check for interaction while crawling. Needs cleanup so code doesn't need to be duplicated
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Today
Allow crawling players to use doors, gates, and hatches
comment1 Comment
Today
If there are UI actions on the thing being looked at, but none of them are currently available to be shown, don't return any of them. Previously if no options were available, the first option would be returned.
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Yesterday
Replace wounded start anim so it shows crawl->incapacitated instead of stand->incapacitated
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Yesterday
Added new UsableWhileWounded menu attribute and added it to the code generator
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Yesterday
Don't show interaction if interaction is not possible
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Yesterday
Prevent interaction while crawling (will add special cases later)
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Yesterday
Merge Main->NewWounding
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Yesterday
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Yesterday
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Yesterday
Merge Main->NewWounding
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Yesterday
Adding a future option to cancel any pending health when entering wounded state. Currently unused.
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5 Days Ago
Added crawlingminhealth and crawlingmaxhealth convars
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5 Days Ago
Fixed ducking while crawling affecting the player's view position
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5 Days Ago
More eye fixes, crawling looking good from first-person at all angles now
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5 Days Ago
Remove debug print
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5 Days Ago
Fixed eye position not handling view offsets with a z offset (keep old handling for mountables where we want to cancel the x/z - see #22833)
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5 Days Ago
Get the view height right for first-person crawling. Change crawling cam to FirstPersonWithArms. Fix BodyLeanOffset not handling view offsets that aren't y-axis only.
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5 Days Ago
Various changes to accommodate crawling into eye and view code
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5 Days Ago
Add crawling position to the IsPlayerVisible checks
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5 Days Ago
Reduced eight IsPlayerVisible check methods to one.
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5 Days Ago
Fix the slow animation always playing on the world space player. All correct syringe animations now play
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5 Days Ago
Adjust use_other_wounded viewmodel animation event position and overall speed so that the event fires right at 5.25s
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6 Days Ago
Setting up world model alt animation for wounded player syringe use. Set modelState.aiming = true for the duration.
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6 Days Ago
Merge Main->NewWounding
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6 Days Ago
Re-enable syringe revives with longer, 5.25 second animation. Need viewmodel animation replacement - using a slowed-down version for now. World model update not done yet.
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6 Days Ago
Reorder recovery code. Check needs to be done before the flags reset
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6 Days Ago
Remove 20HP revive cap, reverting behaviour to how it is on release so that players can heal while wounded and keep it all when revived. Add special handling for crawling state, so player can have more health while crawling, yet revive from crawling to having a weak amount of health, and also still take into account healing gained while in crawling state.
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6 Days Ago
Revert syringes to not revive players, at least until/unless we get a longer animation variant done
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7 Days Ago
Syringe use on a wounded player now revives them again (was disabled intentionally in #15918, Aug 2016)
comment3 Comments
7 Days Ago
Cap health to 20HP when revived
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7 Days Ago
Recover properly
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7 Days Ago
Change to large medkit recovery. Only use up the large medkit to recover if the player fails their recovery check and was going to die. So if they get lucky and would have recovered for free anyway, the medkit is not used up.
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7 Days Ago
Increase woundedmaxfoodandwaterbonus from 20% to 25%
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7 Days Ago
Fix inverse lerp that should have been a lerp.
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7 Days Ago
Minor syntax edit
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7 Days Ago
Is player has a large medkit in their belt when becoming wounded, their chance to recover when time runs out is locked at 100%. Recovering then uses up the medkit but doesn't provide any bonus health.
comment1 Comment
7 Days Ago
Food and water levels now affect recovery chance from wounded state. Added convar woundedmaxfoodandwaterbonus that sets the maximum percent chance increase
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7 Days Ago
Add a slight additional buffer to the clipping check for vehicle seats that are right at ground level (e.g. Chippy arcade machine)
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