136,193 Commits over 4,444 Days - 1.28cph!
Set up correct crawl speed
Fix incapicated gesture, make CurrentGesture nonserialized
More crawling code, getting to grips with the whole player model system
Move modelstate initial params to one place, in the constructor. Set up crawling state
WIP PlayerModel code, some renaming
Fixed the borked post exposure on biome profiles.
Few other related tweaks.
Bug fixes, deleted temp files.
Don't show loop button while recording a shot
Don't allow input on playback controls while recording a shot
Hide keyframe tracks when a shot isn't active
Hook up a new BeingLooted flag for players
Reintroduce ServerFall for incapacitated players. Still WIP
Removed server fall from wounded state. Initial work on crawling wounded state. Initial work on having two variations of wounded state (crawling vs. lying immobile)
New "downed" model state, basic hookup of the downed animations in the animation controller
client compile fix for new Reloading ai event.
BaseNavigator can now use SetDestination or CalculatePath. Added ai.usecalculatepath to toggle (defaults to false for now)
Added ai.pathfindingIterationsPerFrame.
No longer attempt to place 80 (!) countryside tunnel entrances, taking 155 seconds
Detail greybox models for underwater labs
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (Scene2Prefab)
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (code)
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (prefabs)
Fixed some jitter matrix issues.
Updating dungeon grid test scene
Fixed error update in GenerateDungeon, leading to incorrect corridor end positions
added Reloading AI event.
Various fixes, mipmap settings etc.
Chase state faces target if LOS
fixed missing meshes on water_catcher_large and _small static prefabs
merge from minicopter_push_fix
merge from /minicopter_dismount
- Use plane collision instead of world for water bubble FX.
- Removed manual culling for bubbles, instead keeping a plane at the water's surface for collision culling instead.
- Instead of needing world collision to cull the bubbles inside the sub when in the sub is moving reverse, just don't show bubbles FX at all for players who are mounted to the sub.
Fixed players mouths not moving when voice chatting
Add collision damage and collision particle effect for submarines
Fix reversed IsSwimming check
Increase flip torque on the kayak since I can't flip it with the value it had