251,113 Commits over 3,959 Days - 2.64cph!
Fixed surface explosion pinkishness from material not being assigned.
Running "Asset Cleanup" on sbox-rts
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Added metallic greeble texture variants
Polished the pipes textures
Loot pass on T2 / 3 puzzles
Added dynamic expression to bubble material
New Explosive Barrel Particle
New explosion particle plus scorch decals.
(particles/explosion/barrel_explosion/explosion_barrel.vpcf)
https://files.facepunch.com/louie/1b0211b1/s%26box%202021-08-02%2016-20-26.mp4
Merge branch 'master' of sbox-game
Fix applying decals on world from server side
Add sharedassets to .addon so assets are sent to clients
Remove [Library] from Game class, not required anymore
Remove reference to GenerateProjects in readme, just run the game
Merge pull request #6 from handsomematt/master
Fix clients not recieving assets, remove obsolete stuff
Added Dissolving status stub. Added Plasma Bomb Ability with Dark Energy requirement for the Grenadier.
Remove red card spawn from module_1200x1200
Vehicles are weak to Blast damage (they have a negative Explosive Resistance)
Fixed fishing nre when rapidly equipping/unequipping
Added "OtherDoorsToOpen" option to DoorEntity
Renamed "Use" spawnflag to "UseOpens" so its more self explanatory.
Fixed two lab module edge cases:
- labs modules spawning inside eachother
- moonpool obstructed by modules spawning underneath
Tweaked train platform colliders to make it easier to jump onto the platforms while standing on the tracks
Disallow include()ing non .lua files
include errors now have a stack trace and appear in Problems menu
Added Sniper/RPG attacks to VMDL & animgraph, + culled IK bones to optimize
Attack animations for Sniper & RPG
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Underwater lab MaxCountIdentifier setup
fixed gear clutter decor lod popping too close
higher seating pos on toilet
Potential fix for a creash with C_OP_RenderRope particle render operation
Attempt at fixing z-flickering in bypass tunnels
Reenable steamworks.DownloadUGC's callback File argument with some under the hood changes
Making an underwater labs .public and .security door prefab as entities don't seem to keep the value changes made on placed prefabs and default to their saved values when using the same door for both purposes in puzzles.
Updated all modules to display the right door accordingly
Manifest
Fixed fishing villages sometimes spawning inside harbors
Fixed fishing villages still sometimes spawning in the arctic biome
Added an additional vendor to fishing village
Updated menu background videos
Fix crash on shutdown
Merge branch 'master' of sbox
Created a separate door entity prefab for underwater labs - allows to use the metallic variant of the material
Fixed issue related to realmed remove /saving with puzzle doors
Fixed jumpsuit not displaying within demos played through the editor
Flow fixes to dwellings, fixed some trash clipping out bases
Fixed toilets not being mountable
Fixed mic in crew quarters not mounting
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
Added basic collision to torpedo smoke and bubbles so that the effect can't clip inside the submarines (most visible when driving forward at some speed and shooting a surface torpedo)
NRE fixes in GameObjectRef + DroppedItem
Don't allow firing torpedoes at all if the sub isn't in the water
Improved torpedo projectile behaviour, handle edge case environments. Some refactoring.
Water System prefab update with scaled time (temp)
Fix subs getting kicked back by the colliders on torpedoes