250,046 Commits over 3,959 Days - 2.63cph!
- Added a shared, minimum cooldown of at least 15 seconds between enemy taunts, across all enemies.
tundra impact decal/effect
new beancan grenade explosion effect
tweaked beancan grenade fuse effect
Regex urls
Templating system
Simplified MySQL
OnValidate error if LightEx intensity modulation is used with LightLOD intensity fade
- Enemy healing beams now charge up each heal over HPS seconds and then modify health every whole.
- Enemy healing beams now heal for 1 health per second
Legacy LightEx version (backwards compatibility of existing prefabs)
- Fixed order of enemy abilities in manager
- Enemies no longer reset to start position when a long way from home
- Setup EnemyAbilityManager again
- Enemies now have a 10% chance of spawning with one of the special abilities (currently just shield or heal)
- Added enemy ability manager to init bootstrap
Fixed LightEx interfering with light fade in / fade out
- Enemies now only aggro the player if they have clear LOS to the player (and in range)
Only update collider parameters in ConstructionCollision if changes have been detected
Updated wall stability supports for the new colliders
Updated triangle foundation sockets for the new colliders
ConstructionCollision touch
tweaked flowmaps,. working on court side
finished texturing lava court surface, tweaked court shader, changed lighting and fog colours, changed material colours. added lava to court lines
Changed shot powers
Updated Mavis anim controller / config
New bars
Chicken meat worldmodel uses the right meshes/mats
Added ACT_HL2MP_SWIM_IDLE & ACT_HL2MP_SWIM to Lua
Updated bone_setup.cpp
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Keylock uses the keylock model
Pass on building blocks prefabs, collision override setup
Stairs collisions tweaks
- Ability icons now fade out darker when recharging
- Set ability cooldowns to 15 second as initial test value
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FOR FUCK SAKE factory prefab room with light/ fix some floating pipes
Purged some more invalid effect GUIDs
Possible weird fix for stag_footstep meta
Armored metal tier accurate collisions models
Fixed external stone gate skin LOD references
Fixed external wood gate damage effect reference
- The distance of BaseMovement's FloorCheck can be overriden
- Increased the distance of Initial placement floor check of enemies
- Fixed impact audio effects not playing when the projectile is set to pierce
- More placeholder audio stuff
FOR FUCK SAKE factory room
!A small pipe variation for slope
Fixed client not updating building block grade / protection properties on initialize
- Explosion sound effects are now 3D
- Deleted unused script
- Loot table changes for enemies (removed old item drops)
- Enabled timeslow shield for testing, tweaked it some
- More placeholder audio
- Bug fixes
Updated Igor Volley shots
- Level generator now sets the public Seed value to the chosen seed if using a random seed
- More placeholder audio
Fixed client not updating building block grade / protection properties post network update