200,020 Commits over 4,140 Days - 2.01cph!
Moved of of war into standard assets
Gang member structure edit
Been trying some more gang stuff
Fixed broken lighthouse UV's
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CreatePhysCollidesFromModel no longer crashes with models without physics meshes or with bad input strings
Added PhysCollide.__tostring
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Added /LARGEADDRESSAWARE to GMPublish (for now)
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Player.SetAmmo now has proper ammo typeID bounds check, as well as proper max ammo check (0-9999)
FL_ANIMDUCKING is now set automatically and is used for crouching animations
Fixed campfire showing bad capacity/duration values, no longer accepts insane amounts of fuel
Added ChanceToFight to combat component.
Set it to 0 on Deer so they don't destroy everyone.
Added fight chance based on distance so that animals like goats might attack you if you're really close
Compound walls LOD/COL/prefabs
Added game.GetAmmoNPCDamage()
Added game.GetAmmoPlayerDamage()
Added game.GetAmmoForce()
Added game.GetAmmoDamageType()
quick fix for the compound entrances, using gate + checkpoints
Fight chance based on distance is now a curve.
Hopefully fixed fleeing calculation not doing its job properly.
Renamed UpdatePositionFromNetwork to SetNetworkPosition
Renamed UpdateRotationFromNetwork to SetNetworkRotation
Made PositionLerp more generic
Units can now override stats data per age/gender combination
Removed StatsImporter
Removed avoidance stat.
Dodging now uses target's agility.
Accuracy calculation is only applied to ranged attacks.
renamed condition that Plastic tried to rename
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Removed RangedStat, IRangedStat et al
Cleaned up how vitals define their max value (def, unit data or simulator)
Fixed stats not being properly updated from data on init
Nuked duplicate condition
Fixed StatCollection lists not being populated
Apparently some enum dlls
Removed old fields from VitalTypeDefinition
StatSimulators can override GetExampleValue to return an example value in the editor using a give list of StatData
Fix for potential material-related NRE in water rendering
Compound gates LODs COL and prefabs / Fixed missing barbed wire material on compound walls
Short compound wall lods/col/prefab
Deleted unused gate materials
Fixed gaps between compound walls
scientist sentry turret prefab with hierarchy
compound perimeter walls placement
scene2prefab