195,850 Commits over 4,110 Days - 1.99cph!
Remaining spawnicons for HL2 props shipped with the game
HL2:Episode 1 spawnicons
FIxed Spawnicon Editor move speed not loading on open
EP2 Spawnicons
Updated spawnlists to include All HL2 base props shipped with the game
This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
Ensure scientists won't be targetted by heli
Rigidbody and speed information now applied to wheels on the clientside
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Allow grenades & explosives to be modded
Fixed vendor not restarting properly after stopping
FP.ArrayPool fixes to not return too small buffers
vm sks - added walk state & forward param to anim controller
added missing skin models and cleaned up scene, sorted alphabetically
Initial work on stopping for bradders
Setup vehicle pusher in front of vendor - shunts cars away
Fixed "not enough space" deploy problem
Pool table correct deploy mesh
vm sks - fix for long ironsight lerp when sprinting
Pool table item name/description
Watching you / eyes on you gesture
Update the hit vector when passing through to a ball, or else it's always just the up normal of the table
Hits near - but not actually touching - the balls now still move them. Makes spear-pool much easier. Something still not quite working right here though.
Pool ball physical interaction work
Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded
Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
Split 3p gestures into individual fbx anims
Added player avatar mask for referencing entire bones in anim clips
Fixed unharvestable 'ghost' trees, making sure killed trees are not added back to the LODGrid
Fixed prefab ID shenanigans
Compression updates to vm anims
Recreated the pool ball entity structure. Ball 1 is now the base prefab, all others variants
Split vm crude gestures into individual fbx files.
Various anim tweaks - scaled down middle fingers a bit
Tests for a standalone LOD baker using the UnwrapBaker system
merge hackweek_combat_playground -> aux2
Better colliders so the holes aren't blocked
Visual studio automatically adding incorrect using statements
Manifest rebuild for pool table entity