200,808 Commits over 4,171 Days - 2.01cph!
slightly increased despawn times for bodies and dropped items
dropped items have longer despawn times based on rarity
Sky and moon brightness tweaks
zone IM lazy map creation and better init
Changed vertexlit blended lighting normalization hack to scale down, not up
temp hack to stop player giving sleeping or dead units commands
Added HasEffect Condition, AgentEffect Trigger
player commands wake up units
fixed a bug with the player inventory animation not looping
Various env material tweaks.
added convar for hit notification to be client or serverside
fixed rockets not having creator entity set
added protection properties to new hats
don't do multiple hitnotifies per frame
loottable adjustments
fixed more hit notification stuff
protocol++
DM tick fixes, Agent IsActive false on unit death
Can actaully turn off hit notifications ( why would you ever )
Changed SleepTime Consideration curve to ensure it hits 0 response on 0 score.
Changed SleepScore DSE to make SleepTime have a contribution of 1.
fixed 'dupe' people cried about, even though turning two c4 BP's into one real c4 is like turning two gold bars into one silver bar
FOR FUCK SAKE factory asset with remade collision/rework on fixing some prefab (some collision still broken due to prefab mess up)
FOR FUCK SAKE asset factory
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* Fixed "point" scripted entities not returning correct class on client if transmitted
* Added cl_mouseenable to blocked command list
* Added a billion Vehicle functions ( About 35 )
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- Changed the way objectives are handled/displayed
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Corn plant models, textures, prefabs
Added BasePlayer.MovePosition (for mods)
- New mission select screen WIP
- More mission select WIP
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- Removed recall ability and related assets
- Started making the new mission select panel work
Loot barrels visual upgrade + gibs
- Mission select screen work
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