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The Big One #166
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Added a client convar jazz_propfeed_stayduration to control how long entries in the prop feed/cash additions stay on screen without an update Added fix so player money is shown immediately on spawn, rather than showing as $0 and getting an "addition" of their actual money count.
Reverted the changes to CalculateShardCount() in commit 70e31f0 with clarification on the label used. Utilizing area rather than length across without adjusting any other math made far, far too many shards spawn on what would amount to virtually any sized map (for reference, a map that was only the size of the platform that the level selector sits on in the jazz bar would generate 24 shards using area).
Fixes "Props this Session" mistakenly being added twice when the prop vomiter starts.
Fixed idle dialog automatically dismissing as soon as it finished typing out, rather than letting the player click to continue.
Undoes the fix for commas after localization is parsed, so they properly display as commas again.
Fixed Pianist being placed in the floor during the swiping scene. Added the Good Shit.
We now adjust the bounding box (for collisions, +use) for the cats depending on the sequence they're currently set to idle in.
Added some editor-only assets to assist in mapping work. Updated "idleanim" property to "DefaultAnim" for jazz_cat so sequences set could be viewed in Hammer++ (entity currently takes both as a backup/so I don't have to push a half-finished map with this)
Fixed up phys meshes for some bar props
Added ability to ignite and extinguish actors to dialog commands. Totally unrelated to the Cellist I'm sure. Fixed up scene setup, added sound to Cellist entering.
jazz_bar: - Put in areaportals, greatly reduces what needs to be rendered at once when in the main section of the bar. - more updated details, nodraw shuffle - Updated Zombie and Antlion displays in Mewseum, all displays given soundscapes. - Started "NPC" pass in Mewseum - more detail fixes Fixed up jazzwalldetail, added version with ends capped.
Switched loading texture localization list from store init to gamemode init so it loads instead of errors from being "missing."
Added missed localization in the intro and on the sign for the trolley
Who knew "not x == y" and "x ~= y" don't mean the same thing? Not I did!
Localized spawnmenu Also fixed Jazztronauts weapons' icons not showing in the Jazztronauts spawn menu.
Redid the distance alpha texture for the prop snatcher's border, should be much smoother now.
Added descriptions for weapons that didn't have them so GMod doesn't show an empty description when the Prop Snatcher is hovered. Also minor fix to Bartender Event 5 to set the narrator at start.
Death messages now much more accurately describe what killed the player and how Feed background now better adjusts to size of text within it Trolley names are now localized (and actually used) Trolleys do DMG_VEHICLE in addition to DMG_CRUSH
Added garbage composite props containing milk cartons/jugs to new Cellist 5 mission, as well as generalizing "cow". Should make mission much more doable.
Various fixes in various scenes. Typos, formatting, proper resets at scene cuts, fixing/adding sounds, grounding floating cats, you name it.
Shard collected message properly displays price as affected by multiplier
This gives us time to transition out of the scene (prevents dynamic props, etc. from immediately disappearing as soon as the player clicks the final time, before the transition has started)
Pushing this now mostly so it stops cluttering up my unstaged files list, it's not used (in a way that's pushed to the branch) just yet.
switched run cleanup to default angles enabled Hacker Goggles world model drawing
Various event fixes. Lots of tabs and blank lines (I like consistent formatting okay), setting proper speakers, fixing animations/positions, adding some new animations, tweening, typos (yes those can exist in the Cellist's dialog)...
Added optional fov setting on setcam (using this over setcam and fov separately prevents a noticeable hitch in the view between the two commands)
allows for "fov" label on new option so it doesn't get lost in the setang numbers
Updated spawn...() macros to set pose and skin to defaults. Switched all scripts to using spawn...() macros. Generally reformatted all scripts to be (much more) consistent. Couple minor tweaks to some that got noticed while I was making sure I didn't fuck any of them up.
Some dialog has setskin defined without a subject, just a skin index. So, added functionality for setskin in those situations to assume we want to set the skin on whoever is our current speaker.
Throwing the missions in now that I got to properly test them.
Mostly just finished up merging fov settings into camera settings that're meant to happen together.
Fixes issue where a workshop id of nil or 0 on the browser locks up the level selector if it's selected (usually happens after launching server on a local map and then returning to the hub) Also a fix so fact screen shows listed sub-error for download failures (not bothering to localize these at the moment, but we *could*).
Dude, the thing that everybody-
Fixed up weighting and tweaked animations on Jazzportal.mdl Adjusted "close" sequence so the root stays in the basin on return, and pull goes up to the magnifying glass.
Fixes comments with commas in the Steam account name
removed duplicate of jazzwallpaper01_a.vtf that 02 was using Fixed envmap settings on 03 Added keywords to 02 and 03
Added/improved LoD models for ivy props. Fixed smoothing on leaves for 03-08
Switches chat fade from using frametime to the difference bewteen curtime and the last time it was updated. This fixes the chat window "sticking" if the cat in question was removed from the PVS/otherwise not rendering while a fade was happening (such as the player going through an areaportal while not looking at the cat.)
Prevents picking up a crossbow, .357, etc. from yoinking a player out of the Jazz weapons. Most for functional reasons (don't want to interrupt the player snatching if they happen to pick up a weapon, or if they're trying to call the bus, or bore with Stan, or not die to fall damage from Run, etc.)
Also adds proper key bind checking
Switched `dmg.` tokens to `jazz.dmg.` to be less likely to conflict with other addons. Changed npc/entity/weapon tokens to include "jazz." at the beginning localization, as otherwise they override default values outside of Jazztronauts, too. To support this: Updated functionality of jazzloc.localize() to look for a Jazztronauts version of a default localization before falling back on the default. Also also, adds support for renaming keys (i.e. showing "Right click" for "MOUSE2")
been sitting in stashes for *too long* Bunch of entities for accepted snatching classes, fixes "IgnoreForSnatch" to disallow snatching. Fixes bus beam to draw over translucent objects (doesn't draw over the static prop proxies, because those are done in a 2D context???).
Decided against doing previews for items in history (at this time), while they'd be nice they aren't necessary for this to be added, the functionality itself is more pressing.
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I'm so sorry, little one.