198,873 Commits over 4,140 Days - 2.00cph!
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
Reduced final LOD range on deployed boom box
Fixed disco floors that are connected to regular power (not audio) not re activating when entering network range
Setting up world model alt animation for wounded player syringe use. Set modelState.aiming = true for the duration.
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.
Merge from voiceprops/dlc
Fixed disco floors updating incorrectly based on frame rate
Reorder recovery code. Check needs to be done before the flags reset
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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.
Standardised IO output name to Audio Passthrough on Laser Light, Sound Light, Connected Speaker and Disco Floor
Can no longer hang disco balls from Deployed layer
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extended syringe player anim
Revert syringes to not revive players, at least until/unless we get a longer animation variant done
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Added IsConCommandBlocked
Player.ConCommand's queue clientside should now show addon name when running blocked concommands
Fixed water SSRR when render scaling.
wip better virtual AIZ support, triggers can wake multiple sleeping AIZs.
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first pass AI setup (as prefab).
Merge from voiceprops/dlc
ReloadModels completely on disconnect
Only clear unused materials, don't uncache
Merge from voiceprops/dlc
Added discofloor.largetiles.deployed prefab for testing