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Hit indicators work again
Disabled What's New screen again
improved the muzzle effects for the m2 bradley firing ( cannong / coax gun )
pattern num volleys modifier
only negative bullets cause danger slowdown and push
pattern rotation speed modifier param
slowmo bullet adds invuln, invuln only blocks negative hit effects
pattern num bullets in volley modifier
fixed another issue with pattern starting rotation
improved slowmo bullet effect force
octopus purple bullet pattern
Player instigated GPVs get double momentum
Buildings no longer require construction (data change, testing)
Remove everything except for post proc from bootstrap (needs content cooked)
fixed NRE when "spawn bradleyapc" command is used
updated helicopter explosion debris to not be large untextured brown sticks
updated helicopter damage effect to not be large untextured brown sticks
helicopter gun muzzle flashes now aim towards target instead of always aiming straight up
updated helicopter explosion fireballs
Action break/end call refactor, should make for cleaner, more useful call stacks
Add dummy light and light_spot hl1 entities
Directional, point and spot light entities. Add directional light to map builder
bring dispenser item to fire should write the fire as a machine and not a building
Move worldspawn ent to hl1
Add basic flying movement to map builder so it actually does something
Moved role weight change out for Agent+Behaviour callback and into AbilityCommand & InteractionCommand
Build fix
Merge branch 'master' of SandboxGame
Added sandbox gamemode dummy classes
Increased shooter dmg 4->5
messed with movement/animations a bit, raised kill floor, add interact indicator, UI controllable with gamepad, etc.
Moved playermodel to rust addon
Path fixes
Sandbox addon not alwaysload
null check and warning for Behaviour when trying to apply skill gain
Fixed not filtering warning
Addons tab
Addon info backend
Use Active, not SetActive
Removed PrimaryAddon logic
Flipped UpdateAddonState logic the right way up
Enable gamemode addon only when starting game
Don't NRE forever on failed to load gamemode
BaseEntity class name (we want to create a managed counterpart for every native actor)
Send ServerInfo on join server, allowing proper gamemode selection
Gamemode selector
OnUnregister instead of UninitializeComponent source of ActorDestroyed
Merge branch 'master' of SandboxGame
Cycle HUD input in engine, so we can still escape to menu if gamemode fails to load
Alignment fixes.
Material warning fix.
Reverted ItemIcon.cs because it messes with mah UI slots.
renamed a confusingly named behaviour chain element variable
Character teleport uses origin (bottom of collider)
Fix jumping into ceiling not stopping velocity
Improvements and fixes to building and fire gathering AI.
Cleanup of EntityValueConsideration.
tweak temple B floor texture/mat
tweak highlight tile texture
removed some debug stuff
fixed tentacle pixel debris
rope removed if an anchor doesnt exist
rope start/end positions initialized correctly
Add some debug code to figure out mcore crashes
fixing all the everything
Updated vm source rig - latest rig & mesh
fix to make items have random rotation and position data when carrying more than one in one hand