199,294 Commits over 4,140 Days - 2.01cph!
set all shaders on wild west environment to use deferred rendering, baked out new lightmaps, tweaked lighting
Error/ErrorNoHalt now call menu state's OnLuaError hook
Improved error handling for NextBot coroutines
anims are pretty rough sorry, will polish them once seen them in game
Automated Linux Build #155
Automated Windows Build #155
- Missions are now passed the mission SO to their Init function
- Added new SO def type for time based missions
- TimeObjective now successfully completes on survival
Removed unused textures/models
Resized some oversized textures
Refactoring Unit+Item/Attachment handling to be a more flexible and robust
Unit+Combat calculations now account for resistances to damage types, mitigation from attributes, and weapons (plus their procs)
Added DamageTypes and DamageResistances to Species combat params
Added DamageTypes to WeaponParams
Added HoldItem flag to PickUpItemSettings
Added AttackSpeed attribute, used in combat timings (value*(100/1000) = delay in seconds between attacks)
Added AmourRating attribute, used in combat calculations as mitigations (exposed in data, so optional)
Weapons data for both spears and rock items
added attacks to controller and toned down head bob on run
Fixed people trying to steal items from each other
Automated Linux DS Build #155
Cowboy - updated smash anim source
update to clean export script
Condition wrappers can now flag a desired result via enum in the editor, DSE switches on this after evaluation.
Ingore ID match when setting active goal from PlayerController
viewmodel animations and sounds for the pistol weapon
checkin of latest so I dont break something and not have backup
made the muzzleflash/shell ejection use World space coordinates.
fixed some code with prefabs that had the ParentToBone not parenting correctly.
Sentry + ak worldmodel now uses new AK model
Doors open/close 2x faster so sharrap
repositioned the left arm on the m4 view model (it doesn't take up as much screenspace now)
Replaced rain particles
Removed rain falling on glass in front of eyes effect
Sentry NRE fix
protocol++
lasersight and flashlight baseline
- Warning ring mesh generated by DangerMarker set to not cast/receive shadows
- Fixed mortar spikey layer issue
- Enemy ability picker can now be forced to pick a specific ability
- Time arena test/rough wip
Added support for ortho views in CalcView and cam.Start
Fixed collision bounds having no influence on nextbot navigation
Automated Linux Build #156
Automated Windows Build #156
lighttoggle defaults to F
reduced costs of weapon attachments
updated loottables to include new attachments
updated heli loot to drop new attachments
Automated Linux DS Build #156
Catch crash condition in CBaseAnimating::TestHitboxes
Fix buffer over-read in input library
Automated Windows Build #157
Automated Linux Build #157
Added Power operator to stat linkers, allowed for multiple value modifications per operation
Some WIP commented out drawers
Automated Linux DS Build #157
FOR FUCK SAKE town scene with test stuff
!A test model