250,486 Commits over 3,959 Days - 2.64cph!
first pass AI setup (as prefab).
Merge from voiceprops/dlc
ReloadModels completely on disconnect
Only clear unused materials, don't uncache
Fix ModelEntity.CopyMaterialGroup
Added [UseTemplate] attribute
Switch stuff to use [UseTemplate] instead of SetTemplate( .. )
Merge from voiceprops/dlc
Updated street lamps and added prefabs
Prefabs for standard size, short medium and long arm and one tall long arm prefab
Merge branch 'master' of sbox
Adjusted street lamp prefabs
adjusted street lamp prefabs to use world offset rather than local.
Splitting GameLists
Add a bunch of UI sounds
Make playing sounds work in the menu
Set Prediction.FirstTime to true on themenu
Add Panel.PlaySound
Add custom css properties 'sound-in' and 'sound-out' (play a sound when rule matches or stops matching)
Navigator back/forward sounds
Button hover/press sounds
Group play buttons
Don't navigate to the current URL
Added discofloor.largetiles.deployed prefab for testing
Fixed incorrect preloaded audio on cassettes
Update unlock settings on dance emotes
Added admin command player.gesture_radius to make all players in a radius gesture
Supports multiple gestures eg. "player.gesture_radius 10 wave thumbsup"
despawn ringbullet when part destroyed
remove debug !redux_all !ecs
Adjusting microphone stand building bounds and dismount position
Disable r/w on laser lights gibs
Syringe use on a wounded player now revives them again (was disabled intentionally in #
15918, Aug 2016)
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Cap health to 20HP when revived
Merge from voiceprops/dlc
Change to large medkit recovery. Only use up the large medkit to recover if the player fails their recovery check and was going to die. So if they get lucky and would have recovered for free anyway, the medkit is not used up.
Increase woundedmaxfoodandwaterbonus from 20% to 25%
Fix inverse lerp that should have been a lerp.
countryside vmap
countryside vmap + prefabs
Added some point lights to the impact points of the lasers
Toned down origin light and flares on laser light
Citizen animgraph updates with massive improvements
Conditional aim *and* IK disables on all holdtypes
New damping parameters on a new look/aim setup for weapon holdtypes
Separate damping and new look chains when not wielding a weapon
Weapon gestures now also composite a pelvis-only additive component
(and probably more that I forgot)
Merge branch 'master' of sbox
Be more aggressive with fading enemy units in and out. Don't allow researching tech that is already researched
Can no longer change voice pitch on cargo ship PA
Changed voice ranges, falloffs and volume for all voice broadcasting items (connected speakers, megaphones and microphone stands)
Is player has a large medkit in their belt when becoming wounded, their chance to recover when time runs out is locked at 100%. Recovering then uses up the medkit but doesn't provide any bonus health.
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Update circle sizes for units properly and added a basic resource display
Merge branch 'master' of sbox-rts
Updated Assets
Updated Rocks to include all types
Removed Metal files
Added Plasma files
Reworked boom box lod setup
Automatically spawn and destroy plasma effect particles at attachment location
Food and water levels now affect recovery chance from wounded state. Added convar woundedmaxfoodandwaterbonus that sets the maximum percent chance increase
Disable unused particle function
Added support for the Plasma resource type as a map entity in preparation for Louie's stuff
Added ability to set default Model, Material Group, and BodyGoup when adding Hammer.Model property
Add a slight additional buffer to the clipping check for vehicle seats that are right at ground level (e.g. Chippy arcade machine)
Fixed not being able to mount minicopter due to overzealous clipping check
Fixed case where ListMenuItem click callback would trigger twice
reduced spider hitbox
quad ice laser ringBullet
sweep wont affect units with >1 repulsion circle
unit implode rotation, etc
fix orb trapGun ECS bullet
Merge branch 'master' of SpaceUsurperUnity
build !redux_all !ecs
Added NativeBulletQueue with deterministic read ordering
Chase and combat state improvements.