194,760 Commits over 4,079 Days - 1.99cph!
Sound light changes: Exposed light intensity ranges (See LightIntensities on prefab)
Added a second light slot and added secondary light colours to each colour profile
Merge from voiceprops/dlc
Removed a bunch of unnecessary components from the static connected speaker (cargo ship)
Adjusted dismount positions of cargo ship pa
Fixed gibs not spawning properly in demos after repeated loops/scrubbing
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Added crawlingminhealth and crawlingmaxhealth convars
Fixed ducking while crawling affecting the player's view position
More eye fixes, crawling looking good from first-person at all angles now
Tweaked scaling of microphone stand, should be consistent with guide now
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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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.
Various changes to accommodate crawling into eye and view code
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Add crawling position to the IsPlayerVisible checks
Reduced eight IsPlayerVisible check methods to one.
Fix the slow animation always playing on the world space player. All correct syringe animations now play
Adjust use_other_wounded viewmodel animation event position and overall speed so that the event fires right at 5.25s
updated vm healing player wounded and updated speed playback of anim in animator
CraggyIsland back to
60777
Updated disco & soundlight prefabs
New discoball cubemap with better dynamic range for the dots
updated override controller to play correct anim when healing wounded players
backwards compatible version of the Set/GetColor changes
updated vm anim for healing wounded players
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added basic tower patrol path
wip trainyard AI setup (as prefab). Trainyard test scene.
duplicator library now properly copies Lua-set color and material override, not just the Sandbox tool ones - Fixes some entities having improper color/material in dupe preview, such as the Fog/Sky/Sun editors
Let's try an Entity.Set/GetColor change - Make C++ return/take 4 numbers, and make a Lua override that takes/returns color objects instead - should be ~2x faster and GetColor now returns the proper color object
Added crash/infinite loop safeguards to Entity.SetMoveParent: Unlink self from previous parent, do not allow to parent to yourself, check for cyclic parents
Setup spawners so they work with puzzle reset
Apply stack overflow protection to util.TableToJSON
more area checks - boombox
Fixed mismatched groundwatch and deploy layers
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Fixed connected speakers not properly adjusting when internet streams are disabled while playing