224,007 Commits over 3,684 Days - 2.53cph!
Fixed asserts with Path Tool's Rope particle effect
Makes node colors affect the rope
Far simpler approach to fetching and interfacing with particle system scene objects
Added additional requested custom map volume and trigger prefabs
Updated Jenkinsfile, Build.cs
Some extra particle methods
build !redux_all !ecs
Run UpdateHashSystem in LateFixedUpdateGroup
Merge branch 'master' into unity2020.3
added damage masks for both subs and updated detail tiling in their materials
Added AnimEntity.UseAnimGraph/HasAnimGraph/Sequence getter
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added bulkhead divider, tweaked uvs to accommodate it. tweaked meshes so they fit the curved hull better. added collision meshes, set up basic prefabs
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
Better implementation of Player.IsUserGroup (Community Contribution)
Added second argument to util.Base64Encode - skipNewLines, defaults to false
Better implementation of Player.IsUserGroup (#1819)
Less fog inside underwater labs
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.
Use spawns worker not assault
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Moon pools for BillBTestMap
Merge Submarine->HDRP_Art_Backport (Aux)
Increase submarine view distance (less fog)
Adjust mount positions for the subs to improve visibility as far as possible
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Update flamethrower_smoke.vpcf
Adjusted some values
Updated Flame Particle
Improved look of particles
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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).
Initial Flamethrower effect implementation (might need some re-thinking.)
Disable players physics hull when driving instead of using tags, hitboxes still work when physics body is disabled
Updated Particles
Updated Particles to not fade in and out
Merge branch 'master' into sdk42
# Conflicts:
# package-lock.json
# package.json
SDK 42
Flamethrower Particle
Flamethrower particle with Control Points
sub spawning setup at boat vendor
Fixed possible NRE in StageID.GetAll()
Fixed possible divergence when enumerating entities
Merge branch 'orb-divergence'
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Initial custom nav support
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.
Bone manipulations do not inflate player/npc render bounds as much