202,638 Commits over 4,171 Days - 2.02cph!
Added and now call SetScorched() on the TileView.cs of tiles that units explode on, ready to set scorched stuff
wip neighbour tile ring functions
False -> nullptr in a bunch of places (clang complains)
Fixed issues around being dead and disconnected and respawning and stuff
OSX builds use clang w/ C++11
Fixed weird character hovering on player_motor bug
fixed crouch animations floating above ground
Renamed CreateThreadPool/DestroyThreadPool to avoid symbol name collision with macOS Carbon
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Only sending character state to proxys when it changes. Also simplified character state proto slightly
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Cupboard has same protection properties as a wooden door
Windows: _HAS_EXCEPTIONS=0
- UDM filtering profile hooks
- Weather FX and sound fixes/improvements
- Added Storm weather, lightning FX via new RandomFXSpawner (WIP)
- Audio manager pooling stores default reference source for each type and sets common values to default when returned to pool
- Added Navigation debug logs
Explosions leave tile scorch decals
Removed antihack.enabled (toggle the protections individually instead)
Add last violation type to player kick message and server log when enforcing
Retired some legacy functionality
Renamed all variables that I could see.
Merged with networkuser branch
Updated attack to avoid clipping
merge burner anim branch to main
Anim event script to turret
Client doesn't get to do any generation or level loading in listen server mode.
Flamethrower now child of muzzle
Fix for burner flamethrower not scaling correctly when child of muzzle
Set rough position of attack anim event on burner
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Let's not play audio for RandomFXSpawner FX if it doesn't actually have audio
updated burner attack to better match fx
Rocket factory prefabs / scene changes
moved scorch/decal stuff out of TileView and into new TileScorchDecals
Made NetworkEntity inspector look nice.