191,923 Commits over 4,049 Days - 1.98cph!
Move drop backpack to `WoundedStartSharedCode()`
Fix drop backpack for wounding not being called when the player is set to crawling
Make sure "drop backpack on death" is only called when they die and not when they are wounded
- no change to behavior, fixes convars for "drop backpack on death vs wound"
Restore missing file used exclusively by this beta
Removed OnDied(null) in BaseCombatEntity AdminKill, was added when refactoring corpses spawning
Enable network protocol breaking changes
Bump versions
Reapply bone manipulate level transition fix
Removed some more test entities that should've never been shipped
Move where balloon force limit is enforced
Update verbosity of "Out-of-range value" warnings
Now includes parent array name, and the entity index
Fixed pose parameters sometimes getting garbage values
Balloon dupes check for missing values
This isn't extensive enough, other tools still need to do this as well
TTT: Crosshair Customization (Community Contribution)
Fixed another potentially uninited variable issue
Move where balloon force limit is enforced
Update verbosity of "Out-of-range value" warnings
Now includes parent array name, and the entity index
Fixed pose parameters sometimes getting garbage values
Balloon dupes check for missing values
This isn't extensive enough, other tools still need to do this as well
TTT: Crosshair Customization (Community Contribution)
Fixed another potentially uninited variable issue
merge from softcore_update
merge from softcore_update/deployable_corpse
Handle all default items, not just rocks and torches
Corpse spawning checks fixes
Chicken costume burst cloth setup
Ensure rocks, torches and other starting items are never reclaimed
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
removed unnecessary NoAlias attribute
fixes and tuning improvements
- corrected indexing mistakes that caused water to flow generally eastwards and slope angle to just be wrong
- water height threshold to stop ocean eroding seafloor
- sediment depositing uses timestep to help tuning be more consistent
- cleanup
Boomerang -> jungle_update
- Compile errors
- Recalculate bounds
Fixed some weird sticking issues with boomerangs. Explore some sticking behaviour with entities
Added AO and specular to Beenie Hat
merged from jungle_building_skin
Custom SMG - Narrowed 3P sight to match the 1P model
Don't reclaim loot when respawning if the player is F1 killing
- ignore situations where you are F1 killing after being wounded
Fix 100% of clothing being reclaimed on death instead of 0% of clothing
merge from softcore_update
merge from softcore_update -> respawn_changes
merge from softcore_update
merge from softcore_update/deployable_corpse
Just use TC privilege + original owner ID when checking a player can repair the corpse
Merge from jungle_update (croc speed up when chasing player running away)
Fix croc struggling to ever catch up if a player runs past but never attacks them to piss them off
DBS - Updated shotgun 3P rigged model with missing sights from 1P (fbx only, prefab is broken)
Optim: replace couple managed loops with a burst job
Tests: none, trivial changes
Add slow acceleration to croc fleeing
Temporarily remove croc swim sprint noise
- Prevent croc from fleeing back to water but charging again right after
- Croc accelerates slowly when charging through water, instead of going at top speed the moment it gets in water
- Have croc start swim attack from further away, looks better on hit and prevent weird misses
merge from softcore_update -> aux2
merge from tc_changes -> softcore_update