3,310 Commits over 3,714 Days - 0.04cph!
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
reduced horizontal recoil on m92
main cannon min engagement range reduced
Bradley is GC free for targeting
proper target sorting (was inverted)
bradley is louder
bradley contact hurt trigger fixes
added light flares to bradley
optimized bradley to use a single spotlight with a cookie instead of two
smaller main cannon explosion effect
main cannon is no longer laser accurate
added bradley.quickrespawn server command to qiuckly respawn a bradley to test
Cleaner pathing
See if nodes can see target by checking main turret height at node
Intelligent target sorting
respawn server convar for testing
finished most pathing at launchsite for bradley
fixed NRE when killed by bradley
bradley stops shooting dead players
bradley target range increased
Bradley target added when damage received
bradley now spawns at launchsite, broken af
protocol++
skin approval
riot helmet no longer requires sewing kit
recoilcomp forced off on deterministic recoil weapons
bone armor now takes cloth instead of rope
heavy plate armor helmet protects 90% of damage against arrows and bullets ( was 60%)
heavy plate body/legs protect 75% against bullets (was 60%)
reduced aimcone by 80% and added deterministic recoil to the m92, ak47, and p250
improved recoil on mp5
minor light flare added to ceiling lights
fixed skulls missing nametags
flare effect added to searchlight
searchlight cost reduced
fixed helicopter spotlight being too dark
added flare to helicopter spotlight
reduced stone pickaxe cost
added flares to flashlight/laser
flashlight flare big enough to disorient targets
lr300 recoil pattern is more vertical before horizontal
recoilcomp convar now works with lr300/mp5
mp5 recoil pattern changed
ore break effect increased in size to account for new ore models
ore node hotspots now use coverage queries
fixed a bunch of bugs with rounding errors in resource dispenser
crappier tools now yield less total ore when playing the minigame (as intended)
removed ore ddraw
tighter hotspot placement on new ores
skin approval + icons
phrases
enabled mineral analysis on craters
HQM only found in arctic
sulfur only found in arid
metal only found in temperate
increased static quarry stone yield by 4x
reduced max aimcone on LR300 and mp5 by 90%
added learnable recoil patterns to lr300 and mp5
cylindrical/hemisphere helpers that turned out to be unnecessary garbage and a waste of a days work
improved ore hotspot placement significantly
fixed hotspot bonus sound not appearing where hotspot was destroyed
lowered ore hotspot HDR component
gathering destroy fraction is also multiplied by the ore minigame (fixes yields too high with lesser tools)
fixed hotspots taking 2 seconds to appear at night
fixed leaking flares
fixed cave nodes not having minigame
removed temp survey crater work
ore hot spots spawn closer to the last one instead of on the other side
ore flare mesh cull and optimization
skin approval stuff
removed spring cost on SAP
reduced SAP HQM cost
skin approval
compile fix
compile fix for tips CC: Garry
visual storage container baseline (visible items on shelves in radtowns)
fixes for colliders and missing LODGroups on some world models