branchsbox-forsaken/maincancel
357 Commits over 304 Days - 0.05cph!
Don't use ReadByteArrayFromStream (it's gone), comment out RenderToTexture for now
Fix icons, remove async walkability gen for now, nametags update on frame
Only try to spawn if Navigation is ready
Add watermelon to cloud asset so can use gib model..
Remove UseNavMesh from LimitedSpawner - use Navigation.FindNearestWalkable
Fix particle missing models / materials
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
Move addons/fsk_test_map to maps/
sbjproj + material rebuild
Compiled map, css cleanup
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.
Fixed resource lists. Updated to use IInventorySystem from Remscars PR
Fix issues with test map / materials needed re-compiling again and re-compiled. Add Test Map to addons/ dir for git
Use persistence lib (conna.persistence)
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 )
Update to use radial menu
Updated to use Input Actions. Added M to open the map. Radial menus a bit borked at the moment until have Input.ClearButton alternative
Update to use projectiles lib
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
Use floating text library for damage numbers
Updated to use library for inventory
Use Time System library for day and night / temperature
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
Added concmds to make it rain or make it clear skies. Rain will fade out when stopping
Fixed missing sound ref on melee sound evnts
Fix melee swing sound. Add emerge sound. Monsters only do 30% of their damage to structures.
Disable collisions when undead are klled
Enemies burn up in the day until they die
Added Gore class. Update anywhere that spawns gore particles to use it. Gib Undead when killed by players.
Weather can decide if it changes. Add missing taken_damage particle
Added WeatherSystem. Added RainyWeather and ClearSkies
Yoink enemy emerge particle effect (thanks Lou x)
Latest gun sounds
Add TimeSystem.IsTimeBetween and resolve issues with raise from ground (just set rising def value :S)
Map use pan velocity for smoother panning
Added ability for NPCs to patrol a path set in Hammer (generic path entity)
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
Update navigation when a deployable is placed or destroyed
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)
Re-enable enemy damage - only show state text for NPCs when fsk.npc.debug is enabled
Enemes will no longer randomly wander when chasing a target. Improved avoidance behavior
Update walkability map when structures are destroyed, too. Increase max path length.
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)
Potential fix for double attack