256,249 Commits over 4,018 Days - 2.66cph!
Hopefully fix island billboards spawning too close for real this time
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Temporarily disabled the emissive on the molotov cloth mesh fire scroller, since it shouldn't be ignited by default
Slight downward offset of rocket explosion position for owner to give a vertical impulse
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Replaced the old cringe molotov ground fire placeholder with a new marginally better but still cringy ground fire placeholder, god bless.
Merge Main -> Trainyard Update
Note: This merge had an evil twin conflict on the coaling_tower_fuel_tank folder, caused by 72,896. There was nothing in the folder on Main except for some subfolders, so I've used the version from this branch.
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Possible crash fix in CBlendUpdateNode that seems to be popping up when joining boomer gamemode
Flashbang sounds and deafening
Moved molotov fx temp files into a new subfolder to declutter /effects
Fixed "Unloading while shunting a workcart under it, breaks the vacuum/unloading"
Citizen/animgraph: some reorg & added left 90° shuffling (not working in-game yet)
Molotov ground progress backup
Set up locomotive driver in new seating position
Advertising board
-Normal map adjustment
-adjusted lods
-adjusted glass position
Fixed items not going into slots
Fixed error when opening non-furnace
Backup 2022/07/27 21:50:00 UTC
Fixed locomotive not saving
Once the wagon is empty, it's useless, so destroy it after it's emptied completely, but with a few minutes of corpseSeconds time, so it's really more like the decay speeds up a lot. Allow fixcars to bring them back to life.
Fixed trains being mountable when not on the platform (due to platform trigger removed on client - TriggerParent has an IServerComponent tag
Fix duplicate inbound/outbound zones
disabled crafting of molotov/flashbang
added molotov worldmodel
icons, description, models
TopDown: Initial commit
Update .gitignore
Initial commit
ShooterGame: Update .addon as a project template
ShooterGame: move name-tag up by 10 units
ShooterGame: Update weapon switcher style
flashbang,viewmodel update
1st pass flashbang.viewmodel
Push a bunch of compiled assets
fixed molotov appearing as grenade
Replaced another heater in airfield with a proper variant
Fixed shadow issues in the airfield office building
Slight offset gymnastics to shift the point light away from its particle.
Use BindClass instead for ammo transitions
Sometimes isn't dirtying the style properly, investigating
FB boom emission issue fix 2/2
Tweaked some LOD distances and LOD materials in harbors to make transitions less jarring
Fix NRE when showing asset counts
Disable commands on client: monuments, rendermap, renderlabs, rendertunnels
Looped paths with Hammer & path_platform support
https://files.facepunch.com/rubat/1b2711b1/sbox-dev_dMCeMtJZMO.gif
cleaned up flashbang code
added tinnitus effect
127.8% more flashy flashbang