198,890 Commits over 4,140 Days - 2.00cph!
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
Fixed incorrect preloaded audio on cassettes
Update unlock settings on dance emotes
Added admin command player.gesture_radius to make all players in a radius gesture
Supports multiple gestures eg. "player.gesture_radius 10 wave thumbsup"
Adjusting microphone stand building bounds and dismount position
Disable r/w on laser lights gibs
Syringe use on a wounded player now revives them again (was disabled intentionally in #
15918, Aug 2016)
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Cap health to 20HP when revived
Merge from voiceprops/dlc
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.
Increase woundedmaxfoodandwaterbonus from 20% to 25%
Fix inverse lerp that should have been a lerp.
Added some point lights to the impact points of the lasers
Toned down origin light and flares on laser light
Can no longer change voice pitch on cargo ship PA
Changed voice ranges, falloffs and volume for all voice broadcasting items (connected speakers, megaphones and microphone stands)
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.
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Reworked boom box lod setup
Food and water levels now affect recovery chance from wounded state. Added convar woundedmaxfoodandwaterbonus that sets the maximum percent chance increase
Add a slight additional buffer to the clipping check for vehicle seats that are right at ground level (e.g. Chippy arcade machine)
Fixed not being able to mount minicopter due to overzealous clipping check
Chase and combat state improvements.
Bypass tunnel progress backup
Default usecalculatepath to true
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updated human AI designs with extra combat->cover transition
Reset entity FXBlend cache when the current view changes during a frame