250,918 Commits over 3,959 Days - 2.64cph!
Submarine physics edits. Fix turning not really working when travelling in reverse.
Add ModelBuilder.AddBones
- Hooked up prop splash FX.
- Show external FX if player is in third person view.
Look all fishable item definitions up at runtime, no longer need to add them to the list
Disable IsDestroyed assertion completely again
Show fishing line during catch success animation, snap end point of line to the fish mouth
Support uint8 blend weights
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Added Air Superiority technology researchable from the Advanced Research Lab
Added Airfield stub and Air Superiority technology
Yellow perch viewmodel and world item hookup
Superior method for having units occupy aircraft (lower it to the ground, duh)
Less submarines on my test map
Added support for aircraft
Fixed incorrect holster offset for fishing rod
Fixed not copying default wiggle speed
Now only running the entity OnDestroy assert on the server as at the moment on client, a bunch of these come up when first connecting to a procedural map (although that's probably an issue in itself). Note that this assert is editor-only as well.
Initial animator hookup (used instrument animator slots for different states)
Reduced chance for fish to pull away during catch process
It seems that a mountable type somewhere on procedural isn't being destroyed in the proper way. There was already an assert in BaseNetworkable to detect this, but it was commented out. Fixed the reason it was commented out (spam on editor playmode exit) and reinstated it. This has been commented out for over five years so who knows what it might show up.
Fix runtime mesh skinning
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Obsolete Hammer.RenderFields enableAlpha argument
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT)
Revert "Hacky fix for Visual Studio not triggering recompile consistently"
This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e.
Destroy client side children on non client only entities
Only delete children if they're client only
Add BlendIndices and BlendWeights vertex attribute type
Finalize modelbuilder properly
Forgot about this
Merge branch 'master' of sbox
Add ModelBuilder.AddBone
Vertex size mismatch with vertex layout ArgumentException includes the sizes
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
Merge Submarine->HDRP_Art_Backport (aux)
Fix solo sub internal FX NRE
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Add null check in mountable FixedUpdateCycle
Exposed some extra params on water overlay for Petur.
Added a few settings, hooked up a basic shader to check everything is working as intended.
The underwater surface plane responds to depth. The sky is no longer crystal clear at extreme depth.
file.Exists now works with addon title pathIDs like file.Find
Added a bunch of scripts from my ocean experiments
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Improved addon detection for Lua errors
ErrorNoHalt/Error will now display a stack trace in Problems panel
Vertex size mismatch with vertex layout ArgumentException includes the sizes
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Forgot about this
Merge branch 'master' of sbox
Finalize modelbuilder properly
Add BlendIndices and BlendWeights vertex attribute type