193,466 Commits over 4,079 Days - 1.98cph!
Jungle ak
- removed lods from mag drop fbx ( only renders lod0 )
- removed uneeded avatar from worldmodel fbx
- set up worldmodel prefab
Alien Swarm Map Icons
Updates to debug_dump
* Handle "0" != "0.0" cases
* Add game version to output
* Sort alphabetically
* Align values and default values vertically for easier parsing with eyes
Remove "f" from some number convar default values
Remove -usetcp as it is broken anyway and has unknown purpose
Implement jiggle bones for serverside ragdolls
Apply correct scaling on jigglebones with model scale
This also disables some weird code that was applying inverse scale on jiggle bone matrix if scale > 1, I could not see where this was useful and it was causing jiggle bones to disappear up close.
Merge Pull Requests
* TTT: Updated language files
* Micro optimize team.NumPlayers
Fixed jiggle bones on scaled models not behaving correctly
This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1
Force load HDR map lighting if there is no SDR lighting
Even if the player has set `mat_hdr_level` below 2
Merge Pull Requests
* TTT: Updated language files
* Micro optimize team.NumPlayers
Fixed jiggle bones on scaled models not behaving correctly
This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1
Force load HDR map lighting if there is no SDR lighting
Even if the player has set `mat_hdr_level` below 2
Fix poison metabolism value not being serialized.
Makes the poison vital UI actually work.
Changed colliders in piper nigrum corner pieces to prevent player obstruction. Removed obsolate col meshes.
3p jungle ak updates
- added anims and animator
- set up mag drop effect
- updated attachment positions
Changed collision material type to rock for better sfx
fix water rendering issue on reduced render scale
Basic support for multipe upgrade paths for a SimpleUpgrade entity.
Test data: external wooden walls can now be upgraded to stone, adobe or ice walls via hammer upgrades.
Still missing some functionality/checks.
Nerf animal hearing in general, and croc hearing even more
First pass of proper schizolobium tree textures
rigged 3p jungle ak, initial entity setup
Initial groundwork for multiple upgrade items.
Fix corpse fixed update NRE
Fix croc thinking it's diving even though it's on land, big rewrite of all animal roam and flee eqs
wip simple upgrade reskinning
Doubled the throw and return speed
vine_fixes -> jungle_update
Some more sanity checks to ensure world raise end point is at the correct position when it needs to be
biome fog ambient comes from averaged atmospheric scattering, biome fog applies to billboard clouds and background sky more correctly
First pass view model camera animations for all explosives
Invoke a refresh on the visual vine a split second after the mountable arrives - should prevent inaccurate vine end points
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Cherrypicked
119958 (Fixed the alpha channel's blend settings for deferred mesh decal materials)
Fixed the alpha channel's blend settings for deferred mesh decal materials
jungle_update -> vine_capsule_render
boomerang_fixes-> jungle_update
Increased world model bounds sizing
boomerang_fixes -> jungle_update
Restore animation and holster changes
jungle_update -> boomerang_fixes
Handle 3p boomerang on/off in the boomerang script rather than via animation events
Fixing clipping around knee for coco armour pants
Reset 3p anims on holster even if its not the local player
Fix boomerang sometimes being unable to be thrown, this was because the thrown boomerang wasnt checking its id properly
Smooth the last 5 segments when adding a new point
Fixed pooling issues
Dont put boomerangs too deep into the ground
Fixed boomerang backpack position
Better gravity over distance
Fixing cocoknight view model leaves clipping through armour
Bump snake bite slow duration from 4->6 seconds