224,007 Commits over 3,684 Days - 2.53cph!

3 Years Ago
Fixed asserts with Path Tool's Rope particle effect Makes node colors affect the rope
3 Years Ago
Far simpler approach to fetching and interfacing with particle system scene objects
3 Years Ago
Added additional requested custom map volume and trigger prefabs
3 Years Ago
Updated Jenkinsfile, Build.cs
3 Years Ago
Some extra particle methods
3 Years Ago
build !redux_all !ecs Run UpdateHashSystem in LateFixedUpdateGroup Merge branch 'master' into unity2020.3
3 Years Ago
Update sandbox.fgd
3 Years Ago
added damage masks for both subs and updated detail tiling in their materials
3 Years Ago
Update base.fgd
3 Years Ago
merge from submarine
3 Years Ago
Added AnimEntity.UseAnimGraph/HasAnimGraph/Sequence getter
3 Years Ago
▋▊▌▊▄▍▉ █▆▉▅▍▅ ▉▌▉▋█ ▊▇▆▌▋ ▆▅▉▍▊▊ '▋▊▋▄▍▅' ▇▆▄▋ ▄▍▇▉▍▍-▌▋▅▌▆-▆▊▆▌▌-▍▌ ! ▊█▉ ▍▍▋█▍█▍, ▆█▉▇▊▊
3 Years Ago
added bulkhead divider, tweaked uvs to accommodate it. tweaked meshes so they fit the curved hull better. added collision meshes, set up basic prefabs
3 Years Ago
Updated Flamethrower Particles + Fire Particles https://files.facepunch.com/louie/1b1311b1/particles_weapons_flamethrower.vpcf%202021-07-13%2010-07-46.mp4 Added fire particles. Merge branch 'master' of sbox-rts
3 Years Ago
fullbrght => fullbright
3 Years Ago
Better implementation of Player.IsUserGroup (Community Contribution) Added second argument to util.Base64Encode - skipNewLines, defaults to false
3 Years Ago
Better implementation of Player.IsUserGroup (#1819)
3 Years Ago
Less fog inside underwater labs
3 Years Ago
Added all base resistance types and updated to support weaknesses which are just negative resistances. Moved some UI classes into their own thing for simplicity. Added resistances / weaknesses to tooltips.
3 Years Ago
Fixed options menu
3 Years Ago
Use spawns worker not assault
3 Years Ago
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3 Years Ago
Moon pools for BillBTestMap
3 Years Ago
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3 Years Ago
Merge Submarine->HDRP_Art_Backport (Aux)
3 Years Ago
Increase submarine view distance (less fog)
3 Years Ago
Adjust mount positions for the subs to improve visibility as far as possible
3 Years Ago
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3 Years Ago
Update flamethrower_smoke.vpcf Adjusted some values
3 Years Ago
Updated Flame Particle Improved look of particles
3 Years Ago
Fix copy/paste decay bug
3 Years Ago
▋█▅▅▊▉▅ ▌▊▌ ▊▉▋ ▊▅█ ▌ ▇▄▆█ ▊▅▍▅, ▄▍ ▊▌▌▌ ▆▉▇▋ █▌ ▋▅▅▌ ██ ▊▍▇▊ ▌▌█ ▌▅▄ ▉▊▄▆ ▆▄▉▊▉ ▄ ▋▍█▍ ▇▌▋▊▅ ▅▍ █▍▆ ▉▄▌▇▅▋█▄▊▅▄▋▊▅▉▋▊▉ ▇█▋▊█▇▆▍▄ ▌▊▍▅ ▅▋▌▊▆▆▆▉ ▋▊▋ ▆▆▍▊▅▉▄█▉ ▇▄ █ █▍▉█ ▅▅ ▋▉ (█▊ ▄▌▍▌ ▉▇█▇▍ ▊▌ ▍ ▇▅ ▇▊▌▉▋▅ ▇▋ ▄▆▇▋▊▋▄█) ▍▄▇▉▆▅▊▇▄ ▋▍▆█ █▊▉▉█ ▄█ ▆ ▆▌▆▇▇▋ ▋█▌▊ ▋▇▉▊ (▌▊▋▍▆▍▉ █▍▆▅, ▇▊▊▌, ▅▆▊▊▅ ▋▅▅▆▌▇ ▍▌▅ ▅▆▌ ▌▋ ▌) ▌▋█▋▉ ▋▋▌ ▄▅▄▄ ▄▉▊ ▇▄▋█ ▍▊▉▉▄ ▌▍▊▇▌ ▍▆▉▍▋▍▇▋▌▄▇▍▆▄▅▌▆▌▇ █▌▆▅▇▌▅▇▆ ▇▍▉▅ █▄▄ ▌ ▉▅▆▊▇▉ ▅▊ ▅▍▇█▇▆ ▊▅▆▌▄▋▄ ▅▅▊▉▄ █▍▉ ▅▉▅▄▆ ▇▅▊▋ ▅▆▅▉ ▆▌▌▍▌▅▆ █▌▉▄ ▇▋▇▄ ▊▄▆▅▅▅▍▇▅▇▅▍ █▉ ▉▋▋ ▊▉▍▆▋ ▊▅▆ ▋▄▆▍ ▅▊█▍▄▍▊ ▌▅▍█▆ █▊▉ ▋▆▋▍▇ ▌▇▋▆ █▌▍▇▅▌█▄▊█▄▋▊▍█▉ (▌▌▊▊ ▄ ▊▋▄▅█▄ ▍▅▍▅▋▍)
3 Years Ago
Added submarine decay, same as boats but with slightly longer times: - Indoors: No decay. - Outdoors: 240 minutes (rowboat = 180). - Deep water: 180 minutes (rowboat = 120).
3 Years Ago
Initial Flamethrower effect implementation (might need some re-thinking.)
3 Years Ago
▆▉▄ ▉▆▍▋
3 Years Ago
Disable players physics hull when driving instead of using tags, hitboxes still work when physics body is disabled
3 Years Ago
Updated Particles Updated Particles to not fade in and out
3 Years Ago
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3 Years Ago
Merge branch 'master' into sdk42 # Conflicts: # package-lock.json # package.json SDK 42
3 Years Ago
Flamethrower Particle Flamethrower particle with Control Points
3 Years Ago
merge from submarine
3 Years Ago
sub spawning setup at boat vendor
3 Years Ago
Fixed possible NRE in StageID.GetAll() Fixed possible divergence when enumerating entities Merge branch 'orb-divergence'
3 Years Ago
▉▍▋ ▉▅▅▋/▌▅▇▌▅/▉▇▋▍▌▍▋▊▌▋ ▅▋▍▆▊▅ ▉▆█▄▋▄▉▍▌▉▅
3 Years Ago
Initial custom nav support
3 Years Ago
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3 Years Ago
▍▄▊▍▌ █▇▇▌▆▊▌█▌ ▊▅▉
3 Years Ago
Refactored managers to simpler names. Added a Damage Resistance system. Units and buildings can have resistances to different damage types such as Fire, Explosions or Projectiles.
3 Years Ago
Bone manipulations do not inflate player/npc render bounds as much