8,451 Commits over 2,131 Days - 0.17cph!
sidewalk_tile_1 mat changes
more sidewalk tilesets, and starting work on lod0 of road pieces
Helicopter rotors now animate.
Increase world gravity a little from 9.81 to 11.81
Add controls image to the heli
Cherry pick explosion mask fix
Helicopter explosion and damage edits
Fixed explosion damage not getting through due CharacterMotor blocking the hitboxes
Helicopter controls update
added sidewalk tileset textures that didnt upload for some reason
removed first pass sidewalk materials, added new second pass sidewalk materials
Water shader additions, wasn't worth it.
Removed boundaries to island, water kills anything that touches it.
Merge the latest into helicopter branch
Fix HP label flicker by fading out more slowly.
Fixed HP bar not always hiding when it should
Item movement networking exploits
Adding recoil/shake to proxy players. Required giving them an eyes script. But forgot that our animations don't work with up/down look while firing guns anyway! Should probably fix that.
Adjusted pistol animation. Muzzle flash and eject shell events were around the wrong way on the Fire1 anim. Firing quickly could end up resetting the animation before the muzzle flash event (which also played the firing sound!) was triggered, leaving the shot silent and flashless. Muzzle flash now happens earlier in the anim. Feels more snappy as well.
[user request] Console can now be opened by ` as well as F1. Added input field validation so ` doesn't register as invalid input.
first pass uv mapped all new road system objects to new materials
reverted scene and game mode changes made for testing.
Bullet issues are now fixed.
Remove some client content we no longer need. Also added isServer param to hits and repairs, since not all hit receivers are NetworkEntities so checking server/not server wasn't always easy.
- Seeding view punch to match with server.
- Ready to start re-arranging sorted bullet hits.
Helicopter work. Can fly up and down.
Testing some bullet changes
Removed dodamage from hits
Damage multiplier values back to normalish