223,523 Commits over 3,684 Days - 2.53cph!
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Various fixes, mipmap settings etc.
watermelon surface file wip
Merge branch 'master' of sbox
Add min impact damage speed and impact damage properties to prop_data to give some control over it
First implementation of a placeholder UI for displaying selected unit / building information and a command list for buildables. Added a basic tooltip for showing item information and store owned dependencies in the Player object networked locally
Fixed a typo in one of the translation strings
"Reveal in Surface Property Editor" now opens surface asset in inspector tool
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Chase state faces target if LOS
fixed missing meshes on water_catcher_large and _small static prefabs
merge from minicopter_push_fix
merge from /minicopter_dismount
Check if preview model is valid in CModelPreviewRoot::NewCycleToDeltaTime
Fixed crash due to GlowList containing stale glows
Fixed rare animgraph crash, possibly due to broken animgraph or missing animations
Fixed crash in C_BaseEntity::PostNetworkDataReceived when entity has no managed pointer
Set up sentry before reporting minidumps
Sentry config
Fix couldn't find ./addon error
Addon downloading fixes
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- Use plane collision instead of world for water bubble FX.
- Removed manual culling for bubbles, instead keeping a plane at the water's surface for collision culling instead.
- Instead of needing world collision to cull the bubbles inside the sub when in the sub is moving reverse, just don't show bubbles FX at all for players who are mounted to the sub.
Fixed players mouths not moving when voice chatting
Add collision damage and collision particle effect for submarines
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Fix reversed IsSwimming check
Fixed pixel particle initial velocity direction
Fixed how Pxc_Texture.Encode handles negative colour components
Give bullet entities names in the editor
Increase flip torque on the kayak since I can't flip it with the value it had
Tidying up push code.
- Added a standard push procedure to BaseVehicle (previously the method was blank), unifying a base push that can be overridden if desired for different vehicle types, but kept if a "standard" push is okay. Handles pushing in any direction and flipping over. Currently used for modular cars and submarines.
- MiniCopter, Kayak, and MotorRowboat keep their custom pushes.
- Moved the rigidbody wake and metabolism subtraction on push to BaseVehicle, since it's the same for all pushes, even the custom ones. Boat and kayak pushes subtracted two calories instead of 3 like the others. Rather than add yet another parameter, standardised them all to 3.
- Moved push validity checks in MotorRowboat and Kayak out of DoPushAction and into CanPushNow.
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Added pushing to submarines. Allow pushing in shallow water as long as the player isn't actually swimming
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Pass true to Return to clear array so it doesn't remember values next time, and properly clean up network tags when clearing them. This fixes tag methods not being called client-side and when you remove a tag from something that only has one tag
Units will automatically attack enemy units in range unless selected, increased radius of attack trace, and default range of units