198,693 Commits over 4,140 Days - 2.00cph!
Add crawling position to the IsPlayerVisible checks
Reduced eight IsPlayerVisible check methods to one.
Fix the slow animation always playing on the world space player. All correct syringe animations now play
Adjust use_other_wounded viewmodel animation event position and overall speed so that the event fires right at 5.25s
updated vm healing player wounded and updated speed playback of anim in animator
CraggyIsland back to
60777
Updated disco & soundlight prefabs
New discoball cubemap with better dynamic range for the dots
updated override controller to play correct anim when healing wounded players
backwards compatible version of the Set/GetColor changes
updated vm anim for healing wounded players
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added basic tower patrol path
wip trainyard AI setup (as prefab). Trainyard test scene.
duplicator library now properly copies Lua-set color and material override, not just the Sandbox tool ones - Fixes some entities having improper color/material in dupe preview, such as the Fog/Sky/Sun editors
Let's try an Entity.Set/GetColor change - Make C++ return/take 4 numbers, and make a Lua override that takes/returns color objects instead - should be ~2x faster and GetColor now returns the proper color object
Added crash/infinite loop safeguards to Entity.SetMoveParent: Unlink self from previous parent, do not allow to parent to yourself, check for cyclic parents
Setup spawners so they work with puzzle reset
Apply stack overflow protection to util.TableToJSON
more area checks - boombox
Fixed mismatched groundwatch and deploy layers
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Fixed connected speakers not properly adjusting when internet streams are disabled while playing
Reduced final LOD range on deployed boom box
Fixed disco floors that are connected to regular power (not audio) not re activating when entering network range
Setting up world model alt animation for wounded player syringe use. Set modelState.aiming = true for the duration.
Re-enable syringe revives with longer, 5.25 second animation. Need viewmodel animation replacement - using a slowed-down version for now. World model update not done yet.
Merge from voiceprops/dlc
Fixed disco floors updating incorrectly based on frame rate
Reorder recovery code. Check needs to be done before the flags reset
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Remove 20HP revive cap, reverting behaviour to how it is on release so that players can heal while wounded and keep it all when revived. Add special handling for crawling state, so player can have more health while crawling, yet revive from crawling to having a weak amount of health, and also still take into account healing gained while in crawling state.
Standardised IO output name to Audio Passthrough on Laser Light, Sound Light, Connected Speaker and Disco Floor
Can no longer hang disco balls from Deployed layer
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extended syringe player anim
Revert syringes to not revive players, at least until/unless we get a longer animation variant done