194,758 Commits over 4,079 Days - 1.99cph!
Merge from Main ->DestroyableRoadsigns
Moved fillable pool handling (OnPoolDestroyed and WakeUp) to an interface and implemented the same behaviour on Kayak
Allow Timed Explosives to damage things with health that are on the Default layer. This means rockets, grenades, explosives, etc can now damage things like loot barrels.
Move roadsigns to Default layer (was World)
Fix reactive target scaling
Oar poster scene (backup)
Set roadsign spawner respawn times
Force show full statement at the end of text animation in conversation, fixes final character not showing
Merge from canoe (fixes paddling animations)
Fix batteries displaying the wrong passthrough on the wire tool UI
Added storage monitor to Extra2 sellorders (same as the other smart IO items)
Storage monitor crafting cost tweaks
Fixed missing barrel and forklift collision at fishing village A
S2P
fixed storage monitor gibs errors
added prevent building volume to storage monitor
Storage monitor icon
Allow deploying storage monitors onto the large wooden box
Merge from storagemonitor
Fix placement position on TC
Fix not being able to see remote/demo kayak paddling animations (includes a new RPC, might require a protocol bump)
play a sound when removing a dying plant
updated kayak texture to more closely resemble wooden structure resource - not exact but closer.
updated storagemonitor.deployed prefab to contain new asset
Storage Monitor prefab update
Storage Monitor asset
Inital prefab setup. Models, textures, material and lods.
Fix null Steam auth ticket showing up as an ArgumentNullException - it'll pass through and get handled appropriately instead
Subtracting
53468 (ProjectilesThroughVehicles) and
53754 (wounded player collider adjustment) since they're causing regressions
merge from monument_boat_shop
Reactive target mechanism scale fix
Ensure clientside Lua on SENTS/SWEPs starts as SOON as the client receives the script name
Added sound.EmitHint( SOUND_ enum, position, volume, duration, owner = NULL )
Added SOUND_ enums for the function above
physcannon_mega_enabled works as expected
Implemented full effects for the mega gravity gun (This requires networking changes to properly work, which will happen closer to the update release)
It should no longer be possible for the Gravity Gun effects to break if using pirated game content or otherwise overwriting gmod files (This also makes the effects look closer to Half-Life 2)
Fixed Gravity Gun launch/punt effects coming from the wrong place in 3rd person for local player
Updated deploy guide for reactive target
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Fixed explosions not respecting the NODLIGHTS flag
Updated reactive target and its icon to have the new electric visuals
Assigned the textures to the material for the RT Mechanism