159,613 Commits over 2,741 Days - 2.43cph!

2 Months Ago
Minor pedal speed tweak
2 Months Ago
A bit more pedal angle
2 Months Ago
Animated duo sub pedals
2 Months Ago
- Renamed PoolVehicle to IPoolVehicle. - Made the submarines an IPoolVehicle. - Removed the wake on trigger enter, IPoolVehicle already covers it. - Made BaseBoat an IPoolVehicle as well, and removed it from Kayak (it's a BaseBoat subclass).
2 Months Ago
Fixed being able to cancel a cast while the successful cast animation is playing, caused some weird animation issues
2 Months Ago
Detail collider trigger detection caused too many issues. Go back to the old way, and just add a small Vehicle World collider on the sub's client side just for detecting water volume triggers. Subs now float reliably in swimming pools.
2 Months Ago
If a sub is sitting in an empty swimming pool and somebody starts to fill it, wake up the rigidbody so that it'll hopefully start to float
2 Months Ago
Let the vehicle detailed physics layer interact with triggers, so it can detect water volumes
2 Months Ago
Use Vehicle Detailed instead of Vehicle World in the swimming pool and paddling pool layer masks for the water volumes. Fixes submarines returning different water level results between client and server when used in a pool.
2 Months Ago
Fix tire calculation working incorrectly, was increasing difficulty incorrectly
2 Months Ago
Centered the icons and text in tooltips properly. Added the Adrenaline ability for Assault units usable after learning Syringes, this gives the Boost Status to the unit for 15 seconds making it move 40% faster
2 Months Ago
Ambient underwater herring (needs underwater masking in the shader)
2 Months Ago
Enforce distance checks so the fish doesn't swim too far away while being caught Fixed an issue where movement wasn't properly cancelled while fishing
2 Months Ago
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2 Months Ago
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2 Months Ago
added vertex swim shader materials and updated herring mesh, added fish movemask
2 Months Ago
Animator state changes Item renames
2 Months Ago
Adjusted colliders on the duo sub to match the updated model with higher roof
2 Months Ago
Made TriggerHurt an IServerComponent like the other hurt trigger types, since it's only used on the server side
2 Months Ago
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2 Months Ago
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2 Months Ago
Updated Facepunch.ExpressionStrings Make sure pooled pixel particles are cleared properly Don't keep applying parent pattern deltas to ECS bullets after removal Updated package manifest
2 Months Ago
Added nav node and clean up to Basic template. Updated to have nav node and cleaned up the entities by removing old properties.
2 Months Ago
Fixed light offset fuckery in 2 and 3-way moonpools
2 Months Ago
Don't serialize lastDealtDamageTime
2 Months Ago
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2 Months Ago
skin approval
2 Months Ago
Cleaned out the old fog fakery
2 Months Ago
dressing backup
2 Months Ago
Fixed unwanted haze inside underwater bases
2 Months Ago
Added proper effects for the Heal Ability and added the Healing Status
2 Months Ago
Underwater lab glass with fake fog parameters. Slightly less base water wobble again.
2 Months Ago
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2 Months Ago
Properly support !self in map IO, Hammer included
2 Months Ago
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2 Months Ago
Added "Standard Refraction With Fog" shader that works exactly like "Standard Refraction" but adds additional fog to anything that is visible through the transparent object
2 Months Ago
Depth + debugging.
2 Months Ago
Toned down base water wiggle a bit.
2 Months Ago
Unit Buff Particles Use Axis X to scale the radius Use Axis Z (1) to enable the icons and electric effect. https://files.facepunch.com/louie/1b2211b1/particles_unit_status_boost_boost_unit.vpcf%202021-07-22%2015-56-09.mp4
2 Months Ago
Removing debug log
2 Months Ago
Added pathfinding for valid boat path to fishing villages when considering spawn positions
2 Months Ago
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
2 Months Ago
Rubikon: Setting body scale also scales attached joints instead of PhysAggregate handling it
2 Months Ago
Fix incorrect rope anchors, only rope particle points need scaling
2 Months Ago
Serialized status data experiments Change BaseStatusData to StatusData as it isn't abstract and can actually be used Merge branch 'serialized-statuses'
2 Months Ago
Added support to PlaceMonuments to check a valid path to the open ocean when choosing a spawn position (through adding TerrainPathConnect to the relevant monument)
2 Months Ago
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
2 Months Ago
Add [Predicted] to AimDir and ShotPower
2 Months Ago
Serialized status data experiments
2 Months Ago
merge from submarine