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359 Commits over 304 Days - 0.05cph!

1 Year Ago
Don't use ReadByteArrayFromStream (it's gone), comment out RenderToTexture for now
1 Year Ago
Fix icons, remove async walkability gen for now, nametags update on frame
1 Year Ago
Only try to spawn if Navigation is ready
1 Year Ago
Add watermelon to cloud asset so can use gib model.. Remove UseNavMesh from LimitedSpawner - use Navigation.FindNearestWalkable Fix particle missing models / materials
1 Year Ago
Obsolete fixes Add CloudAssets file to store Cloud.Model calls Fix plant fiber model path Fix mouse delta Fix inventory slot label Fix timed action transition Action cursor mouse delta fix Fix recursive recompile error on undead Copy over emerge stuff (though still missing one material or something) Only remove all ScreenEffects on ClientSpawn this prevents automatic render hooks being removed also (maybe a flag for also destroy auto hooks?) Update map
1 Year Ago
Move addons/fsk_test_map to maps/
1 Year Ago
sbjproj + material rebuild
1 Year Ago
Recompile vpk again
1 Year Ago
Fix obsoletes
1 Year Ago
Remove test events
1 Year Ago
Fixed emerge materials
1 Year Ago
Map meta
1 Year Ago
Compiled map, css cleanup
1 Year Ago
Update razor code to put single-statement code in braces so Rider doesn't moan. Fixed map, update all references for models used on Asset Party.
1 Year Ago
Fixed resource lists. Updated to use IInventorySystem from Remscars PR
1 Year Ago
Fix issues with test map / materials needed re-compiling again and re-compiled. Add Test Map to addons/ dir for git
1 Year Ago
Use persistence lib (conna.persistence)
1 Year Ago
Even lower pan velocity
1 Year Ago
Update limited spawner to use Min/MaxPercentPerSpawn to use a percentage of max total Add LimitedSpawner.MultiplyTotalPerPlayers Change max total to 4 for Undead but multiply that by player count Slow map scroll velocity Add some post processing when player is in a poisonous area ( color overlay soon )
1 Year Ago
Update to use radial menu
1 Year Ago
Remove this log spam
1 Year Ago
Use Input.Clear
1 Year Ago
Updated to use Input Actions. Added M to open the map. Radial menus a bit borked at the moment until have Input.ClearButton alternative
1 Year Ago
Update to use projectiles lib
1 Year Ago
Fixed torch not turning off for other players when they deequip. Use hitboxes for projectile weapon cursor trace Fixed wrong condition for headshot Attempt to fix undead head hitbox :S
1 Year Ago
Use floating text library for damage numbers
1 Year Ago
Updated to use library for inventory
1 Year Ago
Use Time System library for day and night / temperature
1 Year Ago
Latest compile Postprocessing. NPCs only attack when the target is visible. Add screenshake stuff. Undead use ClosestPoint on target BBox to look towards / move towards
1 Year Ago
Added rain intensity
1 Year Ago
Added concmds to make it rain or make it clear skies. Rain will fade out when stopping
1 Year Ago
Fixed missing sound ref on melee sound evnts
1 Year Ago
Fix melee swing sound. Add emerge sound. Monsters only do 30% of their damage to structures.
1 Year Ago
Disable collisions when undead are klled Enemies burn up in the day until they die
1 Year Ago
Added Gore class. Update anywhere that spawns gore particles to use it. Gib Undead when killed by players.
1 Year Ago
Weather can decide if it changes. Add missing taken_damage particle
1 Year Ago
Added WeatherSystem. Added RainyWeather and ClearSkies
1 Year Ago
Yoink enemy emerge particle effect (thanks Lou x) Latest gun sounds
1 Year Ago
Add TimeSystem.IsTimeBetween and resolve issues with raise from ground (just set rising def value :S)
1 Year Ago
Map use pan velocity for smoother panning
1 Year Ago
Added ability for NPCs to patrol a path set in Hammer (generic path entity)
1 Year Ago
Navigation.Update defers until next physics frame (so can call Navigation.Update in OnDestroy for entity) Can pickup single door types and return the correct item to inv Add fsk.pve convar
1 Year Ago
Update navigation when a deployable is placed or destroyed
1 Year Ago
Fixed sound listener rotation - use 45 deg yaw Add footstep sound support to NPC base class Add undead footstep events Deer footstep anim events (ish)
1 Year Ago
Re-enable enemy damage - only show state text for NPCs when fsk.npc.debug is enabled
1 Year Ago
Enemes will no longer randomly wander when chasing a target. Improved avoidance behavior
1 Year Ago
Update walkability map when structures are destroyed, too. Increase max path length.
1 Year Ago
Added Despawn to ILimitedSpawner. LimitedSpawner can specify a start time of day and end time of day this lets some enemies only spawn at night Night enemies will only spawn at night and will raise up from the ground, they'll automatically die when it becomes day again (set them on fire or something later)
1 Year Ago
Recompile materials
1 Year Ago
Potential fix for double attack