244,584 Commits over 3,898 Days - 2.61cph!
Chat UI works, More UI fixes.
Network data transfer test
- Mission select loads 1-1 by default so Thai can still get to it
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- Mission select screen work
Loot barrels visual upgrade + gibs
- Removed recall ability and related assets
- Started making the new mission select panel work
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- More mission select WIP
- New mission select screen WIP
Added BasePlayer.MovePosition (for mods)
Corn plant models, textures, prefabs
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- Changed the way objectives are handled/displayed
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* Fixed "point" scripted entities not returning correct class on client if transmitted
* Added cl_mouseenable to blocked command list
* Added a billion Vehicle functions ( About 35 )
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FOR FUCK SAKE asset factory
FOR FUCK SAKE factory asset with remade collision/rework on fixing some prefab (some collision still broken due to prefab mess up)
fixed 'dupe' people cried about, even though turning two c4 BP's into one real c4 is like turning two gold bars into one silver bar
Changed SleepTime Consideration curve to ensure it hits 0 response on 0 score.
Changed SleepScore DSE to make SleepTime have a contribution of 1.
Can actaully turn off hit notifications ( why would you ever )
DM tick fixes, Agent IsActive false on unit death
loottable adjustments
fixed more hit notification stuff
protocol++
fixed rockets not having creator entity set
added protection properties to new hats
don't do multiple hitnotifies per frame
added convar for hit notification to be client or serverside
Various env material tweaks.
fixed a bug with the player inventory animation not looping
player commands wake up units
Added HasEffect Condition, AgentEffect Trigger
temp hack to stop player giving sleeping or dead units commands
Changed vertexlit blended lighting normalization hack to scale down, not up
zone IM lazy map creation and better init