251,116 Commits over 3,959 Days - 2.64cph!
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Fixed Render.Color not thread safe
PanelSceneObject constructor takes a RootPanel
RootPanel refactoring for world panels
Added Transform.WithPosition/Rotation/Scale
Added a collider to dweller spawngroups so they reset as expected
Refactored some status data stuff and implemented the Ice Bomb Ability for the Grenadier. Fixed an NRE in BaseGrenadeAbility that errored when starting the ability.
Added BaseUnit.IdleLoopSound and updated Apache and Chinook to use it
Fixed a blocker due to dweller spawn in moonpool 1 way
fixed a hole in some partition wall meshes
Only show sub health info when health is under 75% (match boats).
- Fixed solo sub exterior always showing lights on
- Fixed solo sub not adjusting headlight volumetrics
Added a tooltip for sub climb/descend controls. Removed the default right shift assignment to sprint in keys_default.cfg, so that left shift is the only default sprint key, and it'll show the more likely to be used key in the tooltip (at least with a fresh key config).
Increase ignored collision force in the sub. Should result in less collision gibs flying everywhere
Fix double sonar blips near the 0 point when sub is turning. It's possible to miss a blip instead now, but only for one rotation, and it's rare enough.
Always kill mounted players if submarine is destroyed by explosion (or anti-vehicle)
Added slight randomisation to underwater drag of gibs
Fix sonar ping sound using the wrong audio
Added global.underwater_cinematic convar that keeps select particle systems and screen effects enabled but disables others for underwater footage capture
ModelDoc: Add manipulator under mouse flag when there's a body under cursor, fixes grabbing not working when physics simulation is enabled
Some lerping for moon pool blips
Fixed a case where the fishing rod viewmodel could end up in a weird state if player let go of RMB at the exact same time as pressing LMB to cast the lure
Fix all blips getting big after the while blip gets big
Give the sonar a big white blip if the sub is lined up just right with a moon pool
Sonar improvements +pragma disable fix server compile
Disabled the static sfx on the static speaker variant (affects cargo ship and lab speakers)
ModelDoc: Add all common node wizards to default archetype, we always want to see all of them regardless of archetype selected
Updated small fish descriptions
Tweaked physics settings on bobber to bounce less when first cast
Remove entries from modeldoc_editor_presets.txt that either don't work/don't care about
Switch subs to use green sonar dots instead of yellow
Duo sub functional sonar, detects moon pools and other subs
ModelDoc: Fix "shoot" tool, just do a simple trace + impulse instead of going through CBaseCombatCharacter
AmbienceZone uses TriggerBase
ReverbZoneTrigger will toggle AmbienceZone if they share a trigger
shark work
3p speargun spear
Discourage players living on a diet of worms and grubs
moved 150x200_05_90bend away from wall a little
Fishing vendor exchange sell order tweaks and NPC
S2P Fishing village
Continuing to add new sounds to bring the game to life a little
Toned down the overwhelming barrage of water droplets hitting the submarine windshields
Force sprite atlases to be unloaded when changing stage
Switch performance summary
Moved about normal crate spawns in crew quarters
Adjusted flare on cabinets (removed)
Replaced pipe materials on all greeble prefabs
Rotating PlatformEntity types
Merge branch 'master' of sbox-game
Allow instanced drawing in the default vertex format
Remove Transform.Pos, Transform.Rot (they've been obsolete for a while)
Make panel rendering thread safe
Add RootPanel.RenderedManually
CustomSceneObject rendering is instanced (breaking change, drawing is now in object space)
Update renderingmanager.def
Fix FullConnect "handle this address" crash
Render.Layer is a property
Add PanelSceneObject (wip)
ui shader refactor
Merge branch 'master' of sbox-game