Lots of updates. (Patreon)
Content
Experimental OpenGL screenspace raytrace shader[9:41 PM]I've been tuning it for awhile, the goal being something similar to the early HL concept art where images were composites between 3D, pre-rendered, and hand painted
also code changes include
agrunt arm position effects moved to actual arm position of gun.
barney callforhelp (to be determined how it works but is implemented)
barney pistol effects now on actual pistol rather than bip01
barney shotgun drops shotgun now & submodels fixed when it does (was missing an "==")
barney added some debug code in case in the future i'd like to mess with any AI options
barney removed old HSNAT code which helps body groups change for barney - Fury has now set up a system where it is completely up to him on which body groups are acceptable.
barney is "allegedly" to call for help on barney::takedamage
barney investigate code left alone
removed barney "if provoked" will yell GRENADE! (bits for provoking doesn't seem to work) future notes to be done.
deadbarney "blood" is now exported - not sure why that was a thing.
hldm - removed displacerspinup - less ents thx
basemonster fallinit code (bodies now line up with angles)
func break lives longer
dlight/elight cvars for future use
gauss glow code
monster_sdk RPG code implemented to possibly have a future boss that does crazy stuff
battery glow code (does not work on saveload - need to look into that)
hgrunt idle code fixed
hgrunt effects on actual gun
mp5 grenade adjustments , velocity with player will have cool slight turning effects on the grenade - longjumping with it will make it go maybe 2ft further.
flashlightturnoff on deathmatch when dead.
weaponbox fixes & physics
points per monster kill
RPG Fixes allegedly
node graph rebuilding text moved to an earlier stage of node generation
dead scientist blood now exported to avoid console bugs
snark fixes to size + health + kidsandtheirforkknife
cd player fixed for all players in multiplayer
bodyhit.wav now moved to actual blood splatter location