224,784 Commits over 3,714 Days - 2.52cph!

3 Years Ago
Merge Submarine->HDRP_Art_Backport
3 Years Ago
Cherry pick materials fix
3 Years Ago
Fixed missing material on modular car gibs
3 Years Ago
Fixed sub still turning if rudder input was held when the player dismounted
3 Years Ago
Change sub steering swap threshold to not be at zero, so it doesn't waver when doing zero-speed turns
3 Years Ago
Fix turning sometimes kind of locking up in the subs. Need to implement this better
3 Years Ago
Subs can now get the correct depth under a water surface, even when that surface is a moon pool that's directly above them under the water
3 Years Ago
Turn fish state into an bitmask so the fish can move left and right and away from the player at the same time
3 Years Ago
Use ConVar.Mesh.quality instead of the somewhat deprecated QualitySettings.lodBias
3 Years Ago
Have the max sub external FX distance take LODBias into account
3 Years Ago
Fishing rod no longer marks player as hostile Don't attempt the cast if we don't think it's a valid position client side Water surface logic tweaks
3 Years Ago
Hooking up proper water shaders.
3 Years Ago
Bobber now animates to the water instead of spawning in it
3 Years Ago
Slow the sub down a little
3 Years Ago
Don't show sub FX beyond 100m away
3 Years Ago
Show bobber while aiming Can now adjust cast length by aiming up/down Fixed being able to fish in too shallow water Fixed being able to fish while swimming Don't allow the line to be cast until the aim animation has been completed (fixes a bunch of weird animation issues)
3 Years Ago
Control panel LODs / fixed naming errors in the mid-size set / added monitor attachments
3 Years Ago
Underwater ambiance FX improvements. Diving googles use the TOD lit shader.
3 Years Ago
Fixed not being able to start a game that is installed locally
3 Years Ago
Fix water surface collision plane rotation. Remove my old prop bubble FX.
3 Years Ago
Some more submarine FX hook-up work. Also now handling the situation where if you Play() a particle system, then Stop() it, then Play() it again, new particles won't play until all the particles from the previous playing state have run out. Continue playing the particles and start/stop just the emitters.
3 Years Ago
Brighter, slightly more turqoise underwater. Greater viewing distance underwater.
3 Years Ago
brown trout
3 Years Ago
Added some quick tables for the cantina and other labs rooms based of existing generic textures Dressing backup
3 Years Ago
Basic underwater effects
3 Years Ago
Plastic bench LODS Merge branch 'master' of sbox-game
3 Years Ago
More plugging in, tidying up, basic shader uses standard lighting to look a bit better for now.
3 Years Ago
Nerf it a little
3 Years Ago
Implemented new missile effect and the Tesla Coil now deals 80 damage split between all targets - i.e: a single target will 80 damage but 2 targets will take 40 each and so on
3 Years Ago
Added ent_platform entity, replacement for func_movelinear
3 Years Ago
Missile Trail Particle
3 Years Ago
Airstrike requires Pyrotechnics and Tesla Coil requires Overvoltage
3 Years Ago
Added the Airstrike ability to Headquarters https://files.facepunch.com/conna/1b2111b1/ibfkjzzZ2M.mp4 Merge branch 'master' of sbox-rts
3 Years Ago
Add Texture.Invalid Set background image to Texture.Invalid when "none" Fill texture data TextTransform should cascade Materials.White becomes Texture.White Support for box-shadow: none; Merge branch 'master' of sbox
3 Years Ago
Remove a bunch of bullshit from the text shader Fix border color taking transparent background color, not applying own alpha Fixed border thickness being thicker on the corner radius Style tweaks Merge branch 'master' of sbox-game
3 Years Ago
Plastic bench- assigned missing metal texture Bench plastic feedback revisions Merge branch 'master' of sbox-game
3 Years Ago
Unused tesla particle Merge branch 'master' of sbox-rts
3 Years Ago
Added Tesla Coil pulse effect
3 Years Ago
dressing backup extra shelf variant, related prefabs
3 Years Ago
Merged jobs in UpdateHashSystem Fixed entities being skipped in keyframe property jobs, add BurstCompile More robust dependency management in ScriptQuerySystem
3 Years Ago
Updated Base tesla coil particle Tesla Coil AOE Particle https://files.facepunch.com/louie/1b2111b1/particles_tesla_coil_tesla_base.vpcf%202021-07-21%2013-50-36.mp4 Fixed Scaling issues on Helicopters
3 Years Ago
Added Tesla Coil base and units will now reach their destination before trying to interact with targets
3 Years Ago
Base Tesla Coil Particle Attached to model.
3 Years Ago
Fixed potential issues with steamworks.DownloadUGC when the file somehow failed to open for the success callback
3 Years Ago
Temp Tesla Coil Model
3 Years Ago
Create Game sidebar
3 Years Ago
Uncommented fog code
3 Years Ago
Far simpler approach to fetching and interfacing with particle system scene objects Getting somewhere Done properly and remove old attempt at wrapping IParticleCollection Make SceneObject.All a read only list Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld Merge branch 'master' into particle-scene-obj Merge branch 'master' into particle-scene-obj Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds Fixed wrong order Store SceneWorld in OnNativeInit Merge pull request #19 from Facepunch/particle-scene-obj Far simpler approach to fetching and interfacing with particle system…
3 Years Ago
Store SceneWorld in OnNativeInit
3 Years Ago
merge from /Submarine