198,810 Commits over 4,140 Days - 2.00cph!
watergun worldmodel re-lodded
watergun and waterpistol .worldmodel prefab setup
removed unused model prefabs
Min/max pressure speed values and curve, wip size.
Square roof line prefab updates (top / bottom / left / right) for the conditional corner pieces
Roof prefab cleanup / refactor
Triangle roof line prefab updates (top / bottom / left / right)
instant camera:
removed unneeded model prefab
renamed worldmodel
updates to .worldmodel prefab
tweaks to vm watergun animator
WIP node connections for failed responses
More inner tube splash tweaks
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merge from/BoatMountingFix
OK, third attempt at a good fix that covers everything. Keep other mount interactions the same as originally, but just flip the mount vs. push order on boat types, giving push priority on boats. Required moving the Push menu command out of BaseVehicle.
Water pistol sounds
LiquidWeaponEffects sound playback tweaks
Different fix. Put Mount back as priority over Push, but disallow mounting from outside the boat.
Don't show the drink option while mounted to a board or tube
Added another prevent building volume to the pool to prevent being able to deploy over the edge
Switched pool physics material to metal for proper impact decals
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
Refactored pump checks, added some additional ones.
Can now hold reload to continuously pump.
Add separate root and main stream particle system references so speed can be controlled separately to overall playback.
Force calculate artificial lights on first calculate
Add a 5s random offset to the time restriction on updating artificial light quality
Some optimisations to calculating artificial light values in large farms
Only update the artificial light level of a plant every 20 seconds, but force an update if a light nearby changes state
Added some slight randomisation to sprinkler splash invokes to space out the load
Merge from Main -> Vehicles
Assign correct inner-stream effect so visual range falloff works again
liquid vessel fill sounds can start partyway through when the container is already partially filled
water gun sounds first pass
Bug fixes, debug improvements
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support non looping effects for water guns.
waterpistol vm effect setup
Add some movement particles to the tube
hitting hemp no longer flags the player as hostile
Added the follow map maker prefab requests
coal_pile_6x6 > coal_pile_gravel_6x6 and 18x18
gas_station interior
rowhouse 2st_9x12
rowhouse 3st_9x12
cherrypicking
52600 - Fixed broken (mostly Asia) translation text on conversation provider
Missed this file with SUPPORTS_GMOD_DT
Fix IP blacklist sometimes affecting wrong servers
Now it compiles with SUPPORTS_GMOD_DT as well (oops)
GMod compiles without SUPPORTS_GMOD_DT
instant camera:
player anims
holdtype override
.entity updates
Disable auto pump, drop out of firing anim when out of pressure.
Added CNavArea.IsPotentiallyVisible( cnavarea )
Added CNavArea:IsCompletelyVisible( cnavarea )
Added CNavArea:IsPartiallyVisible( eyepos, ignoreEnt = NULL )
Added NextBot.IsAbleToSee( ent, useFOV = true )
Added NextBox:Set/GetFOV()