108,632 Commits over 3,867 Days - 1.17cph!
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Fixed bike passenger eye rotation bug (introduced in 100729)
Bike passengers now use the same camera roll code as the driver
Change convar name of surrender gesture
Add a gizmo to ZiplineTargets
Horrible code for bike driver camera roll, but it now lerps to the actual roll angle when not grounded
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Added ziplinelaunchpoint.highlight convar, draws an arrow with DDraw for every zipline on the server
Renamed more ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
Renamed ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
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Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group
Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
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Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
Merge from vm_rotate_around_modifier (includes changes from main)
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform
Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera
Reducing this value will make the weapon rotate differently, preventing clipping
Also improved some math in here for an extremely marginal performance gain
Fixed ground effect rocks particle effect playing all the time on helicopters:
- Minicopter
- Attack Helicopter
- Scrap Helicopter
- CH47
- Patrol heli
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Fix arctic research base not having S2P label
Optimized generation speed for hill cliffs
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Blue variant + texture tweaks
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Travelling Vendor Revisions -> Main
Phrases rebuild
Adjusted default steering smoothing
Increased max speed of vendor
Added convar to increase max speed - if you go crazy and the vendor can't stay on the road then its your fault
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Added an icon for equip hood radial menu option
edited blunderbus 3p aim anim so the gun is held correctly
viewmodel blunderbus reload anim edited so the shoulder does not clip into view
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Re-mapped weight curves to relaxation values
- also reorganised cloth material SO to make it a bit more readable
some chain material setups
fixed wrong rotation constraint axis being used for one of the limits
basic gizmos on constraints
Added "Emission Fresnel" options to standard specular shader
fixed length modifier and gravity on capes