199,463 Commits over 4,140 Days - 2.01cph!
Fix IP blacklist sometimes affecting wrong servers
Now it compiles with SUPPORTS_GMOD_DT as well (oops)
GMod compiles without SUPPORTS_GMOD_DT
instant camera:
player anims
holdtype override
.entity updates
Disable auto pump, drop out of firing anim when out of pressure.
Added CNavArea.IsPotentiallyVisible( cnavarea )
Added CNavArea:IsCompletelyVisible( cnavarea )
Added CNavArea:IsPartiallyVisible( eyepos, ignoreEnt = NULL )
Added NextBot.IsAbleToSee( ent, useFOV = true )
Added NextBox:Set/GetFOV()
Root top and bottom line conditional model scripts support triangular roofs
Added top neighbour sockets to roof prefabs
Fixed broken (mostly Asia) translation text on conversation provider
source files:
mortar firework
Shader work, moved main functions into a .cginc to be used with the orb shader.
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Added latest water effect to watergun.
Increased water shader fill-speed lerp.
Dry fire when out of pressure or water
water gun fixes, pump functionality changes, refill rate tweak.
Don't show conditional wall corners on triangular walls
Triangular walls can be placed on both sides of a concave roof corner without turning into full walls
Can limit roof conditional models to square / triangle shape neighbours
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In case the push force outside trigger bug reoccurs, apply this fix
Move RemoveInvalidEntities to a safer spot
final code gen / phases pass checks
fixed armored cockpit cost
Added some splash effects to the side of the board when moving
Can add/remove/modify conditions via blackboard
Reduce car collision damage to players a bit
Increased armoured cockpit max HP from 500 to 700
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Increase brake force power and allow reverse throttle at 3m/s instead of 0.1m/s. Helps particularly with stopping while travelling forward down slopes.
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
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Added simple debug util timing functions
Fixed sunglasses overlay not activating if equipped in a slot after a priority overlay (nvg)
reduce modular vehicle horn volume
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Remove terrain-type based damage, add a new Collision damage type which propagates to other car modules but doesn't count as an attack.
moving active belt item holsters it