251,232 Commits over 3,959 Days - 2.64cph!
- Allow rear passenger in duo sub to turn all the way around
- Count submarine driving towards the boating stat
Can now use upper body gestures while swimming (full body gestures are still blocked)
Reduce explosion forces on minicopter and scrap transport heli by ~95%. Stop getting knocked around so much by SAM sites.
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Merge Main -> SubmarineSeptember
Initial camper stuff, item setup, some sleeping bag tests
Submarines stop moving a lot faster when the driver dismounts - prevent runaway subs and drowning risk when dismounting by mistake.
Fix possibly redundant safety checks in BaseWeapon.Simulate
Duo sub torpedo hatch now animates. Safer code for the ammo flag.
Hammer: Fix build map window expanding to massive sizes without enforcing a max height
Merge SubmarineSeptember->Main
Modular cars corrupted save fix.
Ignore saved modular vehicle inventory data entirely - base what's loaded on the saved physical entities, meaning it's now impossible for a modular car save to go out of sync even if corrupted.
Hammer: Make build map window less shit
Day Night Cycle Audio
Ambient sounds play during day and night.
1v1 Map Update with more resources and day night sounds.
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Set locales on QDoubleValidator (only for attribute editor to see if it fixes #149)
Added Texture.MipCount
Texture gets desc from GetTextureDesc instead of GetOnDiskTextureDesc
Allow texture store and lookup (really all resources should be doing this)
Made some stuff in rect readonly
Render.SetRenderTarget takes an optional miplevel
Render.SetCombo takes an int instead of a byte (qol)
Attempt to bind everything we need to make CGaussianBloomBlurRenderer in c#
Fixed Collision Size never actually registering on the pathfinder meaning a default value of 100 was always used - use it anyway, but fix it
Fixed material name not appearing in "Warning in .VMT file .. " and "Error in .VMT file: error parsing vector element..." warnings
Hapis south progress/backup.
Fixed various issues with sizing of the world automatically
Fix rotating_door_generic animgraph
Check whether the gamemode is valid first
Updated simple terry and temporarily enable sequence test animations
Fixed some trigger entities not respecting Enabled state
Makes BaseTrigger input methods public
TriggerTeleport OnTriggered output is fired before entity is teleported
update compiled resources again
Added BasePathEntity.DrawPath
Added "reverse" parameter to GetPointBetweenNodes & GetCurveLength methods of BasePathEntity
Move fog texture updating to its own class to avoid static class overhead(?) and clamp the camera to the world bounds
Various fixes around unit auto-targetting
Properly validate attack distance and clear move groups when manually targeting units
Support for <size> tags in FancyText
Fixed exception in the editor in Pxc_Animation
Fishing villages scene to prefab
Only perform visibility checks on weapons every half a second
Added a fishing shop to fishing villages
Some more details to fish shop sign
Fixed Render Entities not using relative positions for vertex
Don't render hidden in first person objects if light object is set as first person
Improve player use behavior to match base game
make Player.IsValidUseEntity protected
Improved player use behavior when looking an multiple small usable entities
Minor changes to PlatformEntity
Try not setting the Owner of item entities to check whether a theory is correct
Bullets now deal slightly more damage to submarines
Move client frame callback to after camera set up
Merge branch 'master' of sbox
Server ignore saved socket index on loading a save, calculate it instead. Add warning for invalid socket in conditional checks.