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@fourZK fourZK commented Aug 17, 2021

Rushing to get a bunch of stuff ready for the long-awaited fourth prerelease.

See changelog for details!

Closes #239
Closes #361
Closes #368

garethyr and others added 23 commits July 5, 2021 01:10
Added flag for whether or not either throttle was redefined and, if it wasn't, defaulted it to 0 for AHumans' and ACrabs' jetpacks.
Added setter for throttle values, and renamed the getters to be more consistent (though the throttle variables and getters and setters all need to be renamed at some point, there's an issue in for that)
Added lua bindings for min and max throttle range. They've got garbage names because I don't want them bound til we get a better name for this stuff
# Conflicts:
#	CHANGELOG.md - Solved manually
…bug where actors would turn around for one frame before starting to strafe
…InMagCapacity` and `GetReloadProgress` which are used in actor HUD stuff and also open to Lua as properties
…vice;

Added reload bar HUD elements for `AHuman` and `ACrab`;
Added `AHuman` function `UnequipFGArm` and moved the ability to unequip both arms from Lua to cpp;
Changed the conditions under which BG devices are forcefully equipped - GACYR pls follow up with potential fixes for big inventory!;
+ refactor where applicable
Implemented `GetThrowProgress` function to access the throw chargeup, in Lua also;
Mild refactor around those areas
…toring, although the limb path section of AHuman needs more looking into in the future;

Added "artificial G-forces" into limb paths, meaning they now adapt better to different velocities
…ith `RecoilTransmission`, the same way as normal recoil
Added `StableRecoverDelay` which is now open for customization;
Changed inventory dropping logic slightly so that it adapts better to actors of different sizes, such as exploding craft;
Fixed damage sound playing in tandem with death sound when dying from impulse;
… can be used to weaken an object's impulse resistance based on the amount of wound "damage"
…o add randomized magnitude to ejected shells
Tweaked the `HDFirearm` flash glow behavior similarly to `AEmitter`
… the Buy Menu, even if unbuyable;

Additionally, allow class `HeldDevice` items to show up under both "Tools" and "Weapons" and not just "Shields"
… through `GetModuleAndPresetName()` when trying to get the .rte module name
@fourZK fourZK requested review from MaximDude and garethyr August 17, 2021 14:48
MaximDude
MaximDude previously approved these changes Oct 10, 2021
garethyr and others added 9 commits October 12, 2021 01:01
Simplified ACRocket leg path handling since it was 99% duplicated code
Renamed AHuman local variable "still" to "isStill" for clarity, since "still" is a pretty multi-purpose word
Changed vector copying then rotating in Leg to use GetRadRotatedCopy.
Renamed the Vector GetXRotated methods and tweaked their comments for clarity while I was here + added changelog entry for this rename
garethyr
garethyr previously approved these changes Oct 17, 2021
@garethyr garethyr linked an issue Oct 18, 2021 that may be closed by this pull request
MaximDude
MaximDude previously approved these changes Oct 18, 2021
@fourZK fourZK dismissed stale reviews from MaximDude and garethyr via 8d60784 October 18, 2021 20:56
@garethyr garethyr merged commit 02b0f4f into development Oct 18, 2021
@garethyr garethyr deleted the 4zk-content-source branch October 18, 2021 21:20
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