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nikitawastaken authored Aug 3, 2023
2 parents 0f43de2 + 01793e0 commit a16ee67
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10 changes: 10 additions & 0 deletions .github/stylua.toml
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column_width = 200
line_endings = "Windows"
indent_type = "Tabs"
indent_width = 4
quote_style = "AutoPreferDouble"
call_parentheses = "Always"
collapse_simple_statement = "Never"

[sort_requires]
enabled = false
22 changes: 22 additions & 0 deletions .github/workflows/release.yml
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name: Format Eclipse Code
on:
push:
branches: [ main, dev ]
pull_request:
branches: [ main, dev ]
jobs:
format_lua:
runs-on: windows-latest
steps:
- uses: actions/checkout@main
- uses: JohnnyMorganz/stylua-action@v3
with:
token: ${{ secrets.GITHUB_TOKEN }}
version: latest
args: --config-path ./.github/stylua.toml -g "*.lua" -g "!weapontweakdata.lua" -- lua
- uses: EndBug/add-and-commit@v9
with:
add: "lua/*"
committer_name: GitHub Actions
committer_email: [email protected]
message: Code formatting
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44 changes: 0 additions & 44 deletions assets/units/payday2/characters/ene_fbi_3/ene_fbi_3.unit

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<materials version="3" group="wpn_npc_ksg">
<material name="mtr_ksg" version="2" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_3RD_WEAPONS">
<bump_normal_texture file="units/payday2/weapons/wpn_npc_ksg/ksg_nm"/>
<diffuse_texture file="units/payday2/weapons/wpn_npc_ksg/ksg_df"/>
</material>
<material name="weapon_lod1" version="2" render_template="generic:DIFFUSE_TEXTURE:RL_3RD_WEAPONS">
<diffuse_texture file="units/payday2/weapons/wpn_npc_ksg/ksg_df"/>
</material>
</materials>
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25 changes: 25 additions & 0 deletions assets/units/payday2/weapons/wpn_npc_ksg/wpn_npc_ksg.object
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<?xml version="1.0"?>
<dynamic_object>
<diesel materials="units/payday2/weapons/wpn_npc_ksg/wpn_npc_ksg" orientation_object="rp_ksg"/>
<sequence_manager file="units/payday2/weapons/wpn_npc_r870/wpn_npc_r870"/>
<bodies>
<body name="body" enabled="false" template="debris" pushed_by_mover="false">
<object name="rp_ksg"/>
<object name="c_convex" collision_type="convex" mass="3"/>
</body>
</bodies>
<effects>
<effect_spawner name="flashlight" object="a_effect_flashlight" effect="effects/particles/weapons/flashlight/flashlight" enabled="false" assign_parent="true"/>
</effects>
<graphics>
<graphic_group name="lod_group" enabled="true" culling_object="co_weapon">
<lod_object name="weapon_lod">
<object name="g_body" enabled="true" max_draw_lod="0" max_distance="1000"/>
<object lod="1" name="g_body_lod1" enabled="true"/>
</lod_object>
</graphic_group>
</graphics>
<lights>
<light multiplier="identity" far_range="1000" name="a_effect_flashlight" enabled="false" type="spot|specular"/>
</lights>
</dynamic_object>
19 changes: 19 additions & 0 deletions assets/units/payday2/weapons/wpn_npc_ksg/wpn_npc_ksg.unit
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<?xml version="1.0"?>
<unit type="wpn" slot="13">
<object file="units/payday2/weapons/wpn_npc_ksg/wpn_npc_ksg"/>
<dependencies>
<depends_on effect="effects/particles/weapons/shotgun/muzzleflash_3dp"/>
<depends_on bnk="soundbanks/weapon_keltec"/>
</dependencies>
<extensions>
<extension name="unit_data" class="ScriptUnitData"/>
<extension name="base" class="NPCShotgunBase">
<var name="name_id" value="ksg_npc"/>
</extension>
<extension name="damage" class="UnitDamage"/>
</extensions>
<sounds>
<soundsource name="root" source="rp_ksg"/>
<default_soundsource source="rp_ksg"/>
</sounds>
</unit>
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<?xml version="1.0"?>
<unit type="wpn" slot="13">
<object file="units/payday2/weapons/wpn_npc_sawnoff_shotgun/wpn_npc_sawnoff_shotgun"/>
<dependencies>
<depends_on effect="effects/particles/weapons/shotgun/muzzleflash_3dp"/>
<depends_on bnk="soundbanks/weapon_huntsman"/>
</dependencies>
<extensions>
<extension name="unit_data" class="ScriptUnitData"/>
<extension name="base" class="NPCShotgunBase">
<var name="name_id" value="mossberg_npc"/>
</extension>
<extension name="damage" class="UnitDamage"/>
</extensions>
<sounds>
<soundsource name="root" source="rp_mossberg"/>
<default_soundsource source="rp_mossberg"/>
</sounds>
</unit>
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<materials version="3" group="wpn_npc_shepheard">
<material name="mtr_shepheard" version="2" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_3RD_WEAPONS">
<bump_normal_texture file="units/payday2/weapons/wpn_npc_shepheard/shepheard_nm"/>
<diffuse_texture file="units/payday2/weapons/wpn_npc_shepheard/shepheard_df"/>
</material>
<material name="weapon_lod1" version="2" render_template="generic:DIFFUSE_TEXTURE:RL_3RD_WEAPONS">
<diffuse_texture file="units/payday2/weapons/wpn_npc_shepheard/shepheard_df"/>
</material>
</materials>
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<?xml version="1.0"?>
<dynamic_object>
<diesel materials="units/payday2/weapons/wpn_npc_shepheard/wpn_npc_shepheard" orientation_object="rp_shepheard"/>
<sequence_manager file="units/payday2/weapons/wpn_npc_m4/wpn_npc_m4"/>
<bodies>
<body name="body" enabled="false" template="debris" pushed_by_mover="false">
<object name="rp_shepheard"/>
<object name="c_convex" collision_type="convex" mass="3"/>
</body>
</bodies>
<effects>
<effect_spawner name="flashlight" object="a_effect_flashlight" effect="effects/particles/weapons/flashlight/flashlight" enabled="false" assign_parent="true"/>
</effects>
<graphics>
<graphic_group name="lod_group" enabled="true" culling_object="co_weapon">
<lod_object name="weapon_lod">
<object name="g_body" enabled="true" max_draw_lod="0" max_distance="1000"/>
<object lod="1" name="g_body_lod1" enabled="true"/>
</lod_object>
</graphic_group>
</graphics>
<lights>
<light multiplier="identity" far_range="1000" name="a_effect_flashlight" enabled="false" type="spot|specular"/>
</lights>
</dynamic_object>
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<?xml version="1.0"?>
<unit type="wpn" slot="13">
<object file="units/payday2/weapons/wpn_npc_shepheard/wpn_npc_shepheard"/>
<dependencies>
<depends_on effect="effects/particles/weapons/shotgun/muzzleflash_3dp"/>
<depends_on bnk="soundbanks/weapon_shepheard"/>
</dependencies>
<extensions>
<extension name="unit_data" class="ScriptUnitData"/>
<extension name="base" class="NPCRaycastWeaponBase">
<var name="name_id" value="shepheard_npc"/>
<var name="_multivoice" value="true"/>
</extension>
<extension name="damage" class="UnitDamage"/>
</extensions>
<sounds>
<soundsource name="root" source="rp_shepheard"/>
<default_soundsource source="rp_shepheard"/>
</sounds>
</unit>
20 changes: 20 additions & 0 deletions assets/units/payday2/weapons/wpn_npc_ump/wpn_npc_ump.unit
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<?xml version="1.0"?>
<unit type="wpn" slot="13">
<object file="units/payday2/weapons/wpn_npc_ump/wpn_npc_ump"/>
<dependencies>
<depends_on effect="effects/particles/weapons/rifle/muzzleflash_3dp"/>
<depends_on bnk="soundbanks/weapon_schakal"/>
</dependencies>
<extensions>
<extension name="unit_data" class="ScriptUnitData"/>
<extension name="base" class="NPCRaycastWeaponBase">
<var name="name_id" value="ump_npc"/>
<var name="_multivoice" value="true"/>
</extension>
<extension name="damage" class="UnitDamage"/>
</extensions>
<sounds>
<soundsource name="root" source="rp_wpn_npc_ump"/>
<default_soundsource source="rp_wpn_npc_ump"/>
</sounds>
</unit>
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<dynamic_object>
<diesel materials="units/pd2_dlc_gitgud/characters/ene_acc_shield_new_swat/ene_acc_shield_new_swat" orientation_object="rp_ene_acc_shield_new_swat"/>
<sequence_manager file="units/pd2_dlc_gitgud/characters/ene_acc_shield_new_swat/ene_acc_shield_new_swat"/>

<bodies>
<body name="held_body" enabled="true" template="animated" collision_class="ragdoll" pushed_by_mover="false" remove_ray_type="ai_vision walk">
<object name="rp_ene_acc_shield_new_swat"/>
<object name="c_convex_1" collision_type="convex" padding="-2.5"/>
<object name="c_convex_2" collision_type="convex" padding="-2.5"/>
<object name="c_convex_3" collision_type="convex" padding="-2.5"/>
</body>

<body name="dropped_body" enabled="false" template="debris" collision_class="ragdoll" pushed_by_mover="false" remove_ray_type="ai_vision walk">
<object name="rp_ene_acc_shield_new_swat"/>
<object name="c_convex_1" collision_type="convex" padding="-2.5"/>
<object name="c_convex_2" collision_type="convex" padding="-2.5"/>
<object name="c_convex_3" collision_type="convex" padding="-2.5"/>
</body>

<body name="light_01" enabled="true" template="animated" collision_class="ragdoll" pushed_by_mover="false" remove_ray_type="ai_vision walk">
<object name="rp_ene_acc_shield_new_swat"/>
<object name="c_light_01" collision_type="box"/>
</body>

</bodies>

<decal_surfaces default_material="metal">
<decal_mesh name="dm_metal" enabled="true" material="metal"/>
</decal_surfaces>
<graphics>
<object name="g_lights_01" enabled="true"/>
<object name="g_shield" enabled="true"/>
</graphics>
</dynamic_object>
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<materials version="3">
<material name="mtr_helmet" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_COPS" version="2">
<bump_normal_texture file="units/pd2_dlc_gitgud/characters/shared_textures/swat_heavy_head_nm"/>
<diffuse_texture file="units/pd2_dlc_gitgud/characters/shared_textures/swat_heavy_head_df"/>
</material>
</materials>
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<materials version="3">
<material name="mtr_ene_acc_zeal_swat_helmet" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_COPS" version="2">
<bump_normal_texture file="units/pd2_dlc_gitgud/characters/shared_textures/swat_head_nm"/>
<diffuse_texture file="units/pd2_dlc_gitgud/characters/shared_textures/swat_head_df"/>
</material>
<material name="mtr_ene_acc_zeal_swat_helmet_lod1" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_COPS" version="2">
<bump_normal_texture file="units/pd2_dlc_gitgud/characters/shared_textures/swat_head_nm"/>
<diffuse_texture file="units/pd2_dlc_gitgud/characters/shared_textures/swat_head_df"/>
</material>
</materials>
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<materials version="3" group="ene_swat_2">
<material name="mtr_head" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_COPS:SKINNED_3WEIGHTS" version="2">
<bump_normal_texture file="units/payday2/characters/shared_textures/ene_medic_head_nm"/>
<diffuse_texture file="units/pd2_dlc_gitgud/characters/shared_textures/zeal_medic_head_df"/>
</material>
<material name="mtr_head_lod1" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_COPS:SKINNED_3WEIGHTS" version="2">
<bump_normal_texture file="units/payday2/characters/shared_textures/ene_medic_head_nm" mip="1"/>
<diffuse_texture file="units/pd2_dlc_gitgud/characters/shared_textures/zeal_medic_head_df" mip="1"/>
</material>

<material name="mtr_swat" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_COPS:SKINNED_3WEIGHTS" version="2">
<bump_normal_texture file="units/payday2/characters/shared_textures/ene_medic_nm"/>
<diffuse_texture file="units/pd2_dlc_gitgud/characters/shared_textures/zeal_medic_df"/>
</material>
<material name="mtr_swat_lod1" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_COPS:SKINNED_3WEIGHTS" version="2">
<bump_normal_texture file="units/payday2/characters/shared_textures/ene_medic_nm" mip="1"/>
<diffuse_texture file="units/pd2_dlc_gitgud/characters/shared_textures/zeal_medic_df" mip="1"/>
</material>

<material render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_COPS" name="mtr_ene_acc_swat_helmet" version="2">
<bump_normal_texture file="units/payday2/characters/shared_textures/ene_medic_head_nm"/>
<diffuse_texture file="units/pd2_dlc_gitgud/characters/shared_textures/zeal_medic_head_df"/>
</material>
<material render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_COPS" name="mtr_ene_acc_swat_helmet_lod1" version="2">
<bump_normal_texture file="units/payday2/characters/shared_textures/ene_medic_head_nm" mip="1"/>
<diffuse_texture file="units/pd2_dlc_gitgud/characters/shared_textures/zeal_medic_head_df" mip="1"/>
</material>

<material render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:RL_COPS" name="mat_light" version="2">
<bump_normal_texture file="units/payday2/characters/shared_textures/ene_medic_head_nm"/>
<diffuse_texture file="units/pd2_dlc_gitgud/characters/shared_textures/zeal_medic_head_df"/>
</material>
<material name="shadow_caster" render_template="shadow_caster_only:SKINNED_1WEIGHT" version="2"/>
</materials>
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