250,928 Commits over 3,959 Days - 2.64cph!
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
Add [Predicted] to AimDir and ShotPower
Serialized status data experiments
Pass current map and current game to the menu
Fixed find game trying to join every game it found
Make active game screen acceptable
Merge branch 'master' of sbox-game
Attach ropes to scaled objects properly
Plastic bench - removed rogue emissive texture
old bench scale blockout
Merge branch 'master' of sbox-game
old bench scale check
Healing Field Particle
Use Axis X to scale the radius
Use Axis Z (1) to enable the icons and electric effect.
https://files.facepunch.com/louie/1b2211b1/particles_unit_status_healing_healing_unit.vpcf%202021-07-22%2014-17-26.mp4
Disabled projectors on the moonpools for testing.
Fix possible error when creating game
Merge branch 'master' of sbox
adding missing grass material
Plastic bench - file name fix and removed blockout
Merge branch 'master' of sbox-game
steel shelves variant files, colliders for the new shelves
Control panels / LOD setup / added colliders / fixed last LOD level on the attachments
Update some generic wood materials to have the wood physical surface property
Fix missing sounds for metal.sheet/wood.sheet surfaces
updated WIP construct map, updated floor materials
Merge branch 'master' of sbox-game
Hammer.Model now has descriptions for model/bodygroups
Give descriptions to most default Hammer entities
Also document what keyvalues were undocumented
Delete Package.Query
Merge branch 'master' of sbox
Menu list searchable, shows player counts
Merge branch 'master' of sbox-game
Make BasePathEntity public and partial
Give ent_platform a description
Update base.fgd
DescriptionAttribute is auto applied to classes too
DescriptionAttribute is no longer inheritable
Added description to SetColor input in the AutoFGD
Check for DescriptionAttribute in classes for FGD autogen
Remove excessive whitespace in DescriptionAttribute's value
More friction for the subs on land
Let the subs know that they really shouldn't be able to apply thrust at all if they're on land
Refactored the sub's water checks. Simplified a bit.
Removed head geometry from LOD2 feet
Attempt to reinitialize animgraph instance for managed CSceneAnimatableObject when model is hotloaded, fixes crash when hotloading citizen model
Reduce resources gained from low end fish
Added the option for ItemModSwap components to also give a random additional item from a predefined selection
Added some new high end fish (missing art for now)
Balance tweaks for lure and fish settings
Added small trout world model
Give submarines 50 starting fuel when purchased or spawned. Added the methods that the boat shop uses to all applicable vehicle types.
Added maximum bait value and depth values to ItemModFishable
More fixes
Fish should be less likely to swim towards land when they are close to being caught
Inanimate objects caught on the line will now be reeled in faster
Fixed catch process not ending if the player sleeps/dies/etc
Merge Submarine->HDRP_Art_Backport
Cherry pick materials fix
Fixed missing material on modular car gibs
Fixed sub still turning if rudder input was held when the player dismounted
Change sub steering swap threshold to not be at zero, so it doesn't waver when doing zero-speed turns
Fix turning sometimes kind of locking up in the subs. Need to implement this better
Subs can now get the correct depth under a water surface, even when that surface is a moon pool that's directly above them under the water
Turn fish state into an bitmask so the fish can move left and right and away from the player at the same time
Use ConVar.Mesh.quality instead of the somewhat deprecated QualitySettings.lodBias