198,617 Commits over 4,140 Days - 2.00cph!
Hook up a new BeingLooted flag for players
Reintroduce ServerFall for incapacitated players. Still WIP
Removed server fall from wounded state. Initial work on crawling wounded state. Initial work on having two variations of wounded state (crawling vs. lying immobile)
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New "downed" model state, basic hookup of the downed animations in the animation controller
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Fix potential crashes with Entity.Firebullets when the entity is a player and has no active weapon
Get rid of leftover code from base scoreboard
Fixed players without a valid SteamID creating errors with the base scoreboard (Fixed Player.GetVoiceVolumeScale() returning nothing for such players, now returns 1)
client compile fix for new Reloading ai event.
BaseNavigator can now use SetDestination or CalculatePath. Added ai.usecalculatepath to toggle (defaults to false for now)
Added ai.pathfindingIterationsPerFrame.
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No longer attempt to place 80 (!) countryside tunnel entrances, taking 155 seconds
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Detail greybox models for underwater labs
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (Scene2Prefab)
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (prefabs)
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (code)
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