112,797 Commits over 3,928 Days - 1.20cph!
merge from Military Flamethrower_2024
npcs can now drop loot specific to their loadout
added spas and m249 npcs back to heavy loadout in addition to minigun/flamer
Harbor 1 and Harbor 2 scene2prefab
Disabled shadow casting and lowered light range a little bit on Fireball, to stop it tanking FPS.
Stopgap fix until whole effect is replaced.
Fixed minigun muzzle flash not emitting light
Slightly tweaked the prevent movement volume in habor_crane_base to make moveemnt smoother
Tweaked the collider on crane_tower_hydraulic_cylinder_bottom to prevent player from getting stuck
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Check in helicopter revision
Prevent patrol from forcing a target inside a no go zone
player update. m4 shotgun anims exported and setup on its holdtype override controller
viewmodel fix for errors when wearing clothes
Fixed unnecessary text updates when showing passthroughj
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Will now strafe targets in nearby danger zones as it finds them should they be the most dangerous
Refactored targetting code
Randomised can strafe and can use napalm timeout thresholds
Clear old targets when fleeing from no go zone to ensure we dont come back in
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Cached server browser HttpClient exceptions no longer prevent download reattempts
Retro Tool Cupboard store setup + design content
Cached server browser is less exceptiony
Increased at rotation bounds
Halved orbitstrafe rotation speed when first moving into position
Fixed bug that caused heli gunners to still target you if you are killed and then respawn quickly
Avoid marking players as targets that are inside nogo zones
Extra logs
Fixed hole in side of terrain when harbor spawns too close to terrain edge (not ideal, but good temporary solution)
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Fixed a bunch of bugs when entering and leaving strafe, as well as bugs calculating last damage time
Targetting from patrol now works properly when not using danger zones
City hall exterior mesh fixes
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Bunch of viewing vector zero checks before running through lookrotation
Ensured thwop and engine lerp and clamped between 0 and 1
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Additional checks to ensure you can't aggro a dying patrol helicopter
player update. edited naming of spas12 anim clips
Cleaned up prefab, removed unneccesary client gamobjects
Tweaked handles positions
Counter set to 'Show Passthrough' now displays its passthrough even if nothing is connected downstream. It will also display 0 even if there's no power
radtown basic splats, topologies and blend map painting, terrain anchors
Merged main into electricity_power_fixes/2
radtown whitebox layout, perimeter estimate
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