114,795 Commits over 3,959 Days - 1.21cph!
Updated disco & soundlight prefabs
New discoball cubemap with better dynamic range for the dots
updated override controller to play correct anim when healing wounded players
updated vm anim for healing wounded players
added basic tower patrol path
wip trainyard AI setup (as prefab). Trainyard test scene.
Setup spawners so they work with puzzle reset
more area checks - boombox
Fixed mismatched groundwatch and deploy layers
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Fixed connected speakers not properly adjusting when internet streams are disabled while playing
Reduced final LOD range on deployed boom box
Fixed disco floors that are connected to regular power (not audio) not re activating when entering network range
Setting up world model alt animation for wounded player syringe use. Set modelState.aiming = true for the duration.
Re-enable syringe revives with longer, 5.25 second animation. Need viewmodel animation replacement - using a slowed-down version for now. World model update not done yet.
Merge from voiceprops/dlc
Fixed disco floors updating incorrectly based on frame rate
Reorder recovery code. Check needs to be done before the flags reset
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Remove 20HP revive cap, reverting behaviour to how it is on release so that players can heal while wounded and keep it all when revived. Add special handling for crawling state, so player can have more health while crawling, yet revive from crawling to having a weak amount of health, and also still take into account healing gained while in crawling state.
Standardised IO output name to Audio Passthrough on Laser Light, Sound Light, Connected Speaker and Disco Floor
Can no longer hang disco balls from Deployed layer
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extended syringe player anim
Revert syringes to not revive players, at least until/unless we get a longer animation variant done
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Fixed water SSRR when render scaling.
wip better virtual AIZ support, triggers can wake multiple sleeping AIZs.
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first pass AI setup (as prefab).
Merge from voiceprops/dlc
Merge from voiceprops/dlc