199,121 Commits over 4,140 Days - 2.00cph!
Fixed dragged shots icon staying lingering
Fixed drag and drop canvas depth
Put a whole copy of Compound underwater on the test map
Introduced a graduated input system for dive/climb to feel smoother and give the player some more fine-grained control
Added next and previous frame buttons to timeline
Added confirmation step before deleting shots
Increase underwater visibility when in the sub
Change the dive/climb buoyancy system. Old system was too bouncy. Now, by default try to stay at the depth we're already at. User input then modifies that value to climb or dive
Fixed shot name not showing in countdown UI
Fixed default shotname not being calculated properly
Added countdown sfx
Added recording underlay
Hide the plankton too, we don't want plankton in our sub
Increase minimum buoyancy
Disable the water FX on the sub. Splash FX are nice, but they show up both outside and inside of the sub
Don't show the water bubbles effect when going underwater if player is mounted in a submarine
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Set up a water overlay modification for when the player is in a submarine. Changed the goggles setting to pull state instead of push.
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Fixed issue with final blits using incorrect viewport
Merge from unity_2020.3.7
Error log if AI design not found
spruced up ricochet effect, scale with distance
More profiling & profiling fixes
Fixed some entities (such as props) reporting "tookdamage" as false in PostEntityTakeDamage when they are killed
Profiling and compile fixes
greybox meshes for countryside bunker entrance
Added CMoveData.Set/Get for: ConstraintWidth, ConstraintSpeedScale, ConstraintCenter, FinalIdealVelocity, FinalJumpVelocity, FinalStepHeight
More responsive controls for drive_noclip for "Drive" property
Entity.SetAngles properly sets angles on jeeps, they no longer snap back to old angles
Automatically leave previous vehicle when entering a new vehicle (for example via Player.EnterVehicle)
Micro optimization to player:__index (Community Contribution)
Change EyeAngles() back to what it was, but keep GetAimVector correct to the vehicle view so SWEPs shoot where expected while in a vehicle
Fixed the half life 2 shotgun hack affecting SWEPs
manual merge from ai main
Fixed duo sub interior lod size difference
material opacity change for the shadow box has finally come through...