251,028 Commits over 3,959 Days - 2.64cph!
Made toilet seat an interactive chair using invisible chair - quick experiment, will revert if it doesn't play nice or need its own entity
Dwellings AI spawn/cover/move and obstacles setup - end
Fixed TorpedoRising not being loadable anymore
Torpedoes inherit the sub's velocity. Changed torpedo gravity.
Torpedo script, minor edits, enforcing a delay between torpedos fired. Now allowing holding down fire to keep firing at max rate.
Fixed not being able to fish in the moon pool
Fixed moon pool water body fishing tag
Submarines can fire torpedoes, which are just rockets that look like torpedoes at the moment
Added local space option to the RotateObject script for the torpedo propellers to use
Fixed line renderer not working if the viewmodel camera is being used
Updated bobber preview with new model
Finished torpedo object setup
Add campfire entity
Double click placeable items to start placing them, press E to confirm or Tab to cancel
Add the wood wall entities in
Remove orphaned meta files for BubbleTrail.mat and speargun_spear.worldmodel.prefab
An extra safe check. Include IsValid() test.
Fixed the same error in MixerSnapshotManager
Fixed error in WaterOverlay if the player was mounted to something that isn't a vehicle
Added ItemComponent.TakeDamage as a component event. Added ShieldAbsorber component, DomeShieldEntity and DomeShieldAbility. The Dome Shield ability lets a unit deploy a dome around them that absorbs damage to all units inside until it breaks or 30 seconds have passed.
Improved fishing rod third person animation
Extended base player animator instead of relying on overrides
Improve reliability of frontend stream handling (gets rid of some duplicated messages due to server errors in the streams)
Particles.Create with entity param adds particle to that entity so they get cleaned up when the entity does
Prop particles created with func with entity param so they get added to that entity
Set up torpedo world models + extras
Move torpedo content to the Ammo prefabs section
Merge the latest underwater content->Torpedoes
Initial support for spawning particles for props "particles_list" (note: doesn't yet support all attachment types and doesn't clean up when entity is deleted)
Torpedo FX & related files.
Added some more primitive meshes for general FX purposes.
skinned up current fish to existing rigs
Unnamed doors don't open each other
fishing bobber model and materials
Fix incorrect available host memory being reported to orleans
Dwellings AI spawn/cover/move and obstacles setup - progress backup
Fixed Saves and Dupes not working
Remvoed debug output from Entity.SetBodyGroups function
Added diagnostics/counting_120.sound
Added "Moving Sound" to ent_door
Added secondary moonpool entrance / exit to underwater labs
Added MaxCountLocal and MaxCountGlobal to DungeonBaseLink (can specify per-lab and per-map limit for certain underwater lab modules)
Adjusted the radius and height of the Nuke again (looks good)
Use half the radius for the width and the full radius for the height
Implement CP#2 support for the Nuke in anticipation of upcoming particle effect changes
Merge branch 'master' of sbox-rts
Improve unstuck behavior on platforms moving upwards
ent_door improvements: sounds, double doors, spawn pos
Added different sound keyvalues
Replaced "Start Open" spawnflag with "Initial Position" 0-100%
Added ability for the rotating door to rotate away from activator
Doors with the same name open together