258,551 Commits over 4,018 Days - 2.68cph!
- Ripped out more unusued scripts/ui/folders/everything
smoothed out the animal animations. The bear isn't so herky/jerky when he's attacking players.
Automated Linux DS Build #158
Automated Windows Build #158
Automated Linux Build #158
Added net.WriteMatrix/net.ReadMatrix
net.WriteType support for VMatrix
Fixed net.ReadType for TYPE_NIL
FOR FUCK SAKE town scene with test stuff
!A test model
Automated Linux DS Build #157
Added Power operator to stat linkers, allowed for multiple value modifications per operation
Some WIP commented out drawers
Automated Linux Build #157
Automated Windows Build #157
Catch crash condition in CBaseAnimating::TestHitboxes
Fix buffer over-read in input library
Automated Linux DS Build #156
updated loottables to include new attachments
updated heli loot to drop new attachments
reduced costs of weapon attachments
lighttoggle defaults to F
Automated Windows Build #156
Automated Linux Build #156
Added support for ortho views in CalcView and cam.Start
Fixed collision bounds having no influence on nextbot navigation
- Time arena test/rough wip
- Enemy ability picker can now be forced to pick a specific ability
- Fixed mortar spikey layer issue
- Warning ring mesh generated by DangerMarker set to not cast/receive shadows
lasersight and flashlight baseline
Sentry NRE fix
protocol++
Replaced rain particles
Removed rain falling on glass in front of eyes effect
repositioned the left arm on the m4 view model (it doesn't take up as much screenspace now)
Doors open/close 2x faster so sharrap
Sentry + ak worldmodel now uses new AK model
made the muzzleflash/shell ejection use World space coordinates.
fixed some code with prefabs that had the ParentToBone not parenting correctly.
checkin of latest so I dont break something and not have backup
viewmodel animations and sounds for the pistol weapon
Ingore ID match when setting active goal from PlayerController
Condition wrappers can now flag a desired result via enum in the editor, DSE switches on this after evaluation.
Cowboy - updated smash anim source
update to clean export script
Automated Linux DS Build #155
Fixed people trying to steal items from each other
added attacks to controller and toned down head bob on run
Refactoring Unit+Item/Attachment handling to be a more flexible and robust
Unit+Combat calculations now account for resistances to damage types, mitigation from attributes, and weapons (plus their procs)
Added DamageTypes and DamageResistances to Species combat params
Added DamageTypes to WeaponParams
Added HoldItem flag to PickUpItemSettings
Added AttackSpeed attribute, used in combat timings (value*(100/1000) = delay in seconds between attacks)
Added AmourRating attribute, used in combat calculations as mitigations (exposed in data, so optional)
Weapons data for both spears and rock items