223,523 Commits over 3,684 Days - 2.53cph!

3 Years Ago
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3 Years Ago
More prefab work
3 Years Ago
Merge from render_scale
3 Years Ago
Merge from main
3 Years Ago
Various fixes, mipmap settings etc.
3 Years Ago
watermelon surface file wip Merge branch 'master' of sbox
3 Years Ago
Add min impact damage speed and impact damage properties to prop_data to give some control over it
3 Years Ago
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
3 Years Ago
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3 Years Ago
Fixed a typo in one of the translation strings
3 Years Ago
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3 Years Ago
Updated language files
3 Years Ago
"Reveal in Surface Property Editor" now opens surface asset in inspector tool
3 Years Ago
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3 Years Ago
Chase state faces target if LOS
3 Years Ago
fixed missing meshes on water_catcher_large and _small static prefabs
3 Years Ago
merge from minicopter_push_fix
3 Years Ago
merge from /minicopter_dismount
3 Years Ago
Check if preview model is valid in CModelPreviewRoot::NewCycleToDeltaTime
3 Years Ago
merge from main
3 Years Ago
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
3 Years Ago
Sentry config Fix couldn't find ./addon error Addon downloading fixes
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
3 Years Ago
Set MaxVelocity
3 Years Ago
- 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.
3 Years Ago
Fixed players mouths not moving when voice chatting
3 Years Ago
Add collision damage and collision particle effect for submarines
3 Years Ago
3 Years Ago
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3 Years Ago
Fix reversed IsSwimming check
3 Years Ago
Fixed pixel particle initial velocity direction Fixed how Pxc_Texture.Encode handles negative colour components Give bullet entities names in the editor
3 Years Ago
Increase flip torque on the kayak since I can't flip it with the value it had
3 Years Ago
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.
3 Years Ago
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3 Years Ago
Added pushing to submarines. Allow pushing in shallow water as long as the player isn't actually swimming
3 Years Ago
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3 Years Ago
Merge Main->Submarine
3 Years Ago
Merge from render_scale
3 Years Ago
Merge from main
3 Years Ago
Cleanup
3 Years Ago
Hooked up dof values
3 Years Ago
DOF effect
3 Years Ago
merge from /treebird
3 Years Ago
merge from /BugFixes
3 Years Ago
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3 Years Ago
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
3 Years Ago
Units will automatically attack enemy units in range unless selected, increased radius of attack trace, and default range of units