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[#] Reduced the radius to pick up a survivor (100 - 70). [+] Added a 3s cooldown to his throw ability.
[+] Allow one to set a startDistance. See the code for it to know what it does. [+] Allow non-3d channels to still be bound to entities & to use minDistance/maxDistance fields [+] Add a helper function SlashCo.AudioSystem.TimeToTick [+] Try to support clientside-only entities [#] Fixed clientside soundData being read wrong since a field was missing [#] Fixed soundata pan field having no effect. [#] Fixed soundata startTick field using the wrong name after being networked. [#] Noticeably improve sound quality since we now no longer force them to be mono [#] Fixed a possible bug in which the channel volume couldn't be calculated properly [#] Small code cleanup
[#] Properly remove the audiochannel after playing the danger sound at the start. [#] Change deathward sound to actually use the origin of where the player respawns instead of where they died Tyler changes: [#] he will now actually enter the endless chase when the helicopter arrives (forgot to call the function when I originally implemented it) [#] he no longer sees the survivor's footsteps when he enters the endless chase. [#] raised a single number so that he will spend more time as creator.
… to CalculateTime When the background music finished playing for the first time, it would then bug out, and BASS would cause huge file system reads, dropping the FPS by a huge amount. This was because it would try to set the time for the channel since it thought the music went out of sync, but the time to sync it was calculated wrong, causing it to constantly try to set the time, which then caused BASS to read the entire file over and over again.
[+] Add `SLASHER.OnBalanceForPlayers(totalSurvivors, additionalSurvivors)` for later use [+] Added `soundData.fadeOutStart` field for sounds, allowing them to fade out after x seconds. [#] Lowered the volume (from `1` to `0.5`) of the Seen by Slasher sound & let it fade out after a total of `6` seconds. [#] Increase `maxDistance` for chase music from `2000` to `3000`
[+] Added `soundData.boundConVar` & `soundData.fallbackSoundPath` fields to allow one to change sounds based on a client's convar value. [+] Added `slashco_tyler_endless_chase_music` convar for clients to disable the endless chase music for now [#] Don't force sounds on the local player to be mono, since that destroys quality.
… somehow enters the lobby twice?!? Had this randomly while testing
[#] Changed a few audio formats. [#] Trying to fix dolphinman bug. [#] Fixed sid not gaining speed when chasing. [#] Fixed smiley dealer main ability being broken. [#] Reduced manspider TimeNested to 30s. [#] Reduced watcher speed on rage. [#] Fixed thirsty doing the opposite thing that is told on his description. (it was gaining prowl speed instead of losing it when the thirst meter is rising)
[#] Switched more sounds to use .ogg [#] Reverted Bababooey's speed change. [#] Reduced Watcher's speed on rage.
textstack
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[#] All requested changes by @textstack [#] Fixed teslacoil effect being broken due to it using the old NW2 Vars, which were changed to NetworkVars [#] Changed almost every player.GetAll to use player.Iterator [#] Made error message in sc_baseitem throw an actual error
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textstack
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still need branding for updating the workshop but the code is good
Originally once points, for example where changed the client was never updated, BUT we've changed that, and now all types are always kept up to date with the database, making it unnecessary to call it in some places.
[#] Fixed pings on entities outside the PVS (not yet networked) possibly failing [#] Made generator pings persist permanently for the round [#] Network all pings when joining mid round [#] Allow for per team pings (slashers in the future could also ping for their team)
…any possibility for exploitation
[#] Remove some stuff from the player_lobby file [#] Make balanced speed values more fair for the slasher (only increase when there's more players, never decrease)
[#] Switched all sounds to use SlashCo.AudioSystem. [#] Reduced TeslaCoil price (150 - 120).
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ToDo:
- Finish Changelog