200,023 Commits over 4,140 Days - 2.01cph!
Try building bundles without DisableWriteTypeTree
* 3000-range anim events from SWEPs are now passed to FireAnimationEvent
* Fixed certain HL:S npcs having broken materials
* Updated default damage for HL:S 9mmAmmo type to their proper values
* Fixed first PrintMessage being wrong color
* Renamed flechette gun icon so it properly appears in the spawnmenu
Automated Linux Build #512
Automated Windows Build #512
Automated Linux DS Build #512
Rotated c4 in viewmodel, updated prefab
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* New Line for "Command is Blocked" error
Automated Linux Build #513
Automated Windows Build #513
Automated Linux DS Build #513
Harbor_1 vertex painting grounds
Reworked concrete_b and g to work with new 4way material
Added pudlles_a textures, gravel&debris textures
Reworked dockwalls to exclude grounds (now placed separately)
BaseEntity cleanup + partials
Talents boilerplate, UI
tooltips can be anchored or floating
UI window base type, cleanup of derived
Added Singleton abstract monobehaviour for UIManager etc
BaseAsset for dict caching
Item data now includes equip data for different types in nested types
Entity audio boileplate, skill sounds
Added very silly reflection keyword stuff to SkillTemplate for tooltips
Removed skill exp from code
Levels no longer affect mana/hp
UI Blur
Behaviour designer setup working where players run from cops and cops chase players.
Need to send player lists
Behaviour designer improvements/fixes
Added random moves to apex AI
Scripts organisation, cleanup
Unit frames for monsters
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Animation oritentation fixes
Auto attacks have no cast time, 1 second cooldown
Damage overlay tewaks
Spell fx fixes
Recalculated explosive and satchel charge entity bounds (fixes damage through wall issues)
Fixed static projectiles, bad fx spawning rotations
Fixed projectile movement
fixed unitframes sometimes not showing sometimes lingering in odd positions
skillbar saving fixed for clients
fixed odd wander/flee behaviour for npcs (bad starting vector)
Fixed required weapon types