250,928 Commits over 3,959 Days - 2.64cph!
Have the max sub external FX distance take LODBias into account
Fishing rod no longer marks player as hostile
Don't attempt the cast if we don't think it's a valid position client side
Water surface logic tweaks
Hooking up proper water shaders.
Bobber now animates to the water instead of spawning in it
Slow the sub down a little
Don't show sub FX beyond 100m away
Show bobber while aiming
Can now adjust cast length by aiming up/down
Fixed being able to fish in too shallow water
Fixed being able to fish while swimming
Don't allow the line to be cast until the aim animation has been completed (fixes a bunch of weird animation issues)
Control panel LODs / fixed naming errors in the mid-size set / added monitor attachments
Underwater ambiance FX improvements.
Diving googles use the TOD lit shader.
Fixed not being able to start a game that is installed locally
Fix water surface collision plane rotation. Remove my old prop bubble FX.
Some more submarine FX hook-up work. Also now handling the situation where if you Play() a particle system, then Stop() it, then Play() it again, new particles won't play until all the particles from the previous playing state have run out. Continue playing the particles and start/stop just the emitters.
Brighter, slightly more turqoise underwater.
Greater viewing distance underwater.
Added some quick tables for the cantina and other labs rooms based of existing generic textures
Dressing backup
Plastic bench LODS
Merge branch 'master' of sbox-game
More plugging in, tidying up, basic shader uses standard lighting to look a bit better for now.
Implemented new missile effect and the Tesla Coil now deals 80 damage split between all targets - i.e: a single target will 80 damage but 2 targets will take 40 each and so on
Added ent_platform entity, replacement for func_movelinear
Airstrike requires Pyrotechnics and Tesla Coil requires Overvoltage
Added the Airstrike ability to Headquarters https://files.facepunch.com/conna/1b2111b1/ibfkjzzZ2M.mp4
Merge branch 'master' of sbox-rts
Add Texture.Invalid
Set background image to Texture.Invalid when "none"
Fill texture data
TextTransform should cascade
Materials.White becomes Texture.White
Support for box-shadow: none;
Merge branch 'master' of sbox
Remove a bunch of bullshit from the text shader
Fix border color taking transparent background color, not applying own alpha
Fixed border thickness being thicker on the corner radius
Style tweaks
Merge branch 'master' of sbox-game
Plastic bench- assigned missing metal texture
Bench plastic feedback revisions
Merge branch 'master' of sbox-game
Unused tesla particle
Merge branch 'master' of sbox-rts
Added Tesla Coil pulse effect
dressing backup
extra shelf variant, related prefabs
Merged jobs in UpdateHashSystem
Fixed entities being skipped in keyframe property jobs, add BurstCompile
More robust dependency management in ScriptQuerySystem
Updated Base tesla coil particle
Tesla Coil AOE Particle
https://files.facepunch.com/louie/1b2111b1/particles_tesla_coil_tesla_base.vpcf%202021-07-21%2013-50-36.mp4
Fixed Scaling issues on Helicopters
Added Tesla Coil base and units will now reach their destination before trying to interact with targets
Base Tesla Coil Particle
Attached to model.
Fixed potential issues with steamworks.DownloadUGC when the file somehow failed to open for the success callback
Far simpler approach to fetching and interfacing with particle system scene objects
Getting somewhere
Done properly and remove old attempt at wrapping IParticleCollection
Make SceneObject.All a read only list
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
Merge branch 'master' into particle-scene-obj
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Fixed wrong order
Store SceneWorld in OnNativeInit
Merge pull request #19 from Facepunch/particle-scene-obj
Far simpler approach to fetching and interfacing with particle system…
Store SceneWorld in OnNativeInit
Don't exit car if use key is disabled, allows rotating with physgun while in car
Add OnBreak handler for all the other joints
Don't use pawns eye rot for first person car camera, seems to be jittery
Reset orbit when changing car camera mode
Cleanup some hardcoded values in car camera
Allow mouse look in first person car camera
Zero out roll in base camera build input so cameras can't permanently mess it up