240,764 Commits over 3,867 Days - 2.59cph!
merge from underwater_brightness
max interference turrets 12 - turrets automatically disable after the 12th is placed within a 40m radius of other turrets.
interferenceradius 40m
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174
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574
Leaderboard backup, run #6413
Added a looping gesture for the mission provider, just uses the wounded anim right now
Wrap map loaded sceneobjects
show selected player banished upgrades
banishing doesnt reroll
flash banished upgrade
banished tooltip text
urgency upgrade
Increase wood supply amount in mission 4
Fixed missing canoe collider
Moved chicken spawner
Add GameObjectFlags
IBodyModifier not used
Map loading component test
Remove unused pvs stuff
Don't delete the whole physics and sceneworld when removing a SceneMap
Remove .vmap extension when trying to load a map
Expose Map.PhysicsGroup, Map.SceneMap
Apply same ping styling to pie menu
Use a ping widget to highlight a blueprint if it's required by the current tutorial stage
- Optimised UpdateInterference() to only be called when when a turret is turned on or off
- Removed the new OnlineFor() code, we no longer need it with this new system (I think?)
- UpdateInterference no longer counts turrets that are already in interference mode
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16
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93
Fixed up no respawn zone check + other cleanup
Varying tooltips in the UI, depending on why sleeping bag respawn can't be used
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12
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67
Flattened angle check for accessing the admin panel of a vending machine, fixes not being able to access admin controls if the vending machine is higher than the player but still within interact range
HuntingTrophy_Large texture polish
Apply same fix to beach towel
Fixed sometimes not being able to use the wire tool when standing on top of sleeping bags, modular car lifts or beds
Culprit: can't use wire tool if the players eyes are intersecting a prevent building volume, these entities have large prevent building volumes that the player can easily stand inside. Applying the IgnoreWireCheck tag to these colliders fixes the issue
Sleeping bags now check whether they're inside a No Respawn Zone
Updated SpawnOptions protobuf message to allow for sending different availability states, instead of just occupied or not. Now we can send OK, occupied, underwater, or in a No Respawn Zone
Merge from tutorial_island
Hook up some debug drawing https://files.facepunch.com/layla/1b0311b1/sbox_0018.mp4
Update workbench trigger right when player enter or leaves a workbench trigger (rather than waiting up to 2 seconds)
Add revolute joint from desc
Spherical and conical from desc (both the same for now because the only difference should be limits)
Adjust blend mask on corrugated metal
Ivy moss decal
S2P compound, for the water catcher changes (fix water catcher NRE on new saves).
Assigned the correct gibs to storage_barrel_c prefab
Added wolf head to HuntingTrophy_Large
Added rope border to shark, deer and horse
HuntingTrophy_Large material updates
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10
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62
Use aligned alloc in dynamic tree, fixes crash in vLoad3A
Add pre and post solve callbacks
Slightly brighter underwater visibility.
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15
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77
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15
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IsLeftHandDominant, Enabled
Reduced water pump preventbuilding volume
ApplyLinearImpulseAtWorldSpace, GetMassCenter
merge from particle-fade-mod
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