191,132 Commits over 4,049 Days - 1.97cph!
Fixed errors with handling has clothing under checks
- Rename scripts
- Setup wood armor pants
Setup code system for conditional over/under clothing to be displayed if existing clothes are under it
- Used notify system to keep logic to a minimum
- Setup wooden chest plate
Fixed condition bar on item icon not displaying correctly for items that have been repaired
Possibly fixed the read/write errors on some colliders
main -> conditional_armor_meshes
Rough direction pointing code
More natural vine swinging:
- Peak function dictates if bezier curve is following a sagging mid point or a flat midpoint (Mid way through the swing the vine is more straightened out)
- More dampening and springing on end rotations
- Custom mid point support
Fallback to 'en' when setting global.language to a non supported language
Fixes some CultureNotFoundException errors
Fixed potential GroundWatch NRE when loading old saves
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merge from stretchyfishesfix
merge from fix_keylock_link
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Find furthest away destination point and set the length via that
Placement price checks, pickup gives you back cloth instead of the wallpaper item
Missing whitespace changes from public repo
Restore IMaterial:GetColor4Part for now.
Needs to be deleted once everyone updates.
Further refinments to visual vine. Uses local position fake physics rope and adjusts vine visual rotation according to a spring
Dart modifier effects are now also applied in BaseProjectile.ServerUse.
Blowpipe can now be used in turrets (need to add dart effect scaling for turrets...)
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Add wind to new vines
- Swap to having existing component rather than adding it dynamically
erosion tuning and fixes
- tweaked values again, bit more prominent
- splitting slope calc into its own job with tiling for better caching
- corrected error with flux calc where water was tending to flow in one direction
Add some extra length to loosen the rope
Swap vine over to using fake physics rope instead
LOS test and small refactor.
Colors from C++ have their metatables
Unifies how colors are pushed to Lua, removes hacks
Added Panel:GetContentAlignment
Added `trigger_teleport_relative`
Added m_bBreakable to prop_door_rotating DataDesc
Merged Pull Requests
* TTT: Fixed inconsistency for default values in terrortown.txt
* Changed "Toggle" to "Toggle Key" for Muscle and Hoverball key inputs
* Certain Sandbox entity spawning global functions (used for spawnmenu) return the entities they create
Use Panel.GetContentAlignment to fix DButton text alignment
With recent changes, the text in right click menus in Sandbox was moved to the left unintentionally. So now we use the new function to make it look right for both, left aligned text buttons, and center aligned ones.
Fixed a double attack triggering in some situations.
Removed debug logs.
Turned the wallpaper item into a wallpaper tool
Floorpaper and ceilingpaper prefabs setup
Created a few test skins
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Update tiger speed values for new anims to prevent sliding
Editor-only UI convar warnings
Zigg Tank UV fix
Collision
test wall and floor papers
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Scatter dart: more darts, more spread, more damage falloff, less damage.