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Scaling behavior overhaul #19

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Copied the scalable classes over from ACF. Adds:

  • Model library: Adds functions to get the dimensions, volume, etc. of a model
  • Baseclass 'base_scalable_mconvex', which allows an entity's PhysMesh to be scaled (Wire baseclass)
  • ENT:SetScale / ENT:SetSize
  • ENT:GetScale / ENT:GetSize
  • ENT:GetOriginalSize
  • ENT:OnResized

Stooberton and others added 30 commits June 14, 2021 14:59
…r would not be detected, improved look of scanner while scanning, removed speed cost cap and redid cost calculations to give lower armor vehicles better rates on speed than higher armor vehicles
… cost and not be bugged into being unkillable
…to lack of armor, added check so people can't use frozen vehicles in gamemode, decreased crew morale to prevent IFV and megafortress meta
…de prop functions, improved armor scanner reliability, set guns to have armor value based on their size and weight rather than just caliber multiplied
…n tanks, single round autoloader mags no longer ignore their reload time, minor bug fixes, work in progress armor display changes implemented
…fixed noise on scanner not scaling with resolution of scanner
…ks and penalties, added a cost penalty to turret mounted drivers to account for additional expenses of mounting a driver there, improved optimization of armor scanner, improved accuracy of armor cost scan to prevent nan values, minor bug fixes
… tank would become unkillable despite not having crew or properly gather its pieces, replaced vector clamping on shells that would cause them to be inaccurate on hits to map walls with intended non vector modifying trace.
…reaking it if something loads after with the same name
…spawned by non admins, increased tolerance on remote gun determination
…longer have double the cooldown but instead just properly reload mag then reload gun, guns above 1 shot per mag will no longer just eat their last reload time, cooldown raw value no longer clipped to 100 seconds maximum on the readout, added additional names to tanks
…ng rounds twice or rounds a gun can't use's reload times, fixed issue where automatic guns would not fire at their full RPM when held down due to tick rate weirdness, buffed autoloaders in modern era to have a 25% lower cooldown time
Dakota0001 and others added 13 commits July 23, 2021 03:18
…ir DPS resulting in them being half the rate of fire for the same cost as to push them away from DPS and into their specialized role of high reload high pen ATGM since they were currently 8 times as efficient as a cannon when it came to pen to dps ratios for cost savings, decreased dust kick up when firing ATGMs and decreased missile trail alpha and thickness for ease of guiding to target
…ed inconsistency in subcaliber round damage readouts and values
for when the wheel model is laying flat on the ground (scale.z > scale.x = scale.y)

a lot of the phx wheels are like this
…o spawning of things outside of view portal of the player
- Fixed MG scaling... Forgot to remove old clientside scaling code for MGs
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3 participants