250,899 Commits over 3,959 Days - 2.64cph!
give car a tiny bit of friction so it doesn't slide forever
Custom car surface with no friction which makes hitting walls and landing much more forgiving
Applied some WIP things to the moonpools.
Window test 1 (sucks atm)
Various mat changes
updated WIP construct map/ pavement trim/floor textures
Merge branch 'master' of sbox-game
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Obsolete Hammer.RenderFields enableAlpha argument
Update Prop.cs
info_particle_system uses self, not parent if CP0 is not given
Added an upgrade system. You can now add different types of building and unit upgrades which can optionally change the entire definition.
Merge branch 'master' of sbox-rts
Medium and Large Plasma Particle
Medium and Large Plasma Particle
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
Updated Colour on Plasma Particle
From Green to Purple
Plasma Muzzle Flash and Tracer
Plasma Gun effects.
https://files.facepunch.com/louie/1b1611b1/particles_weapons_muzzle_flash_plasma_muzzle_flash_plasma.vpcf%202021-07-16%2013-56-04.mp4
Fixed asserts with Path Tool's Rope particle effect
Makes node colors affect the rope
ColorHsv Fixes
Add ColorHsv.WithHue etc
Property.SetValue tries to use implicit converter (although I don't think this does shit)
Add Panel.ScreenPositionToPanelPosition( pos ), Panel.ScreenPositionToPanelDelta( pos )
Data Binding use PropertyAttribute.SetValue
Merge branch 'master' of sbox
Remove borders from box panel drawing routine
Trace.Ignore can optionally ignore hierarchy or not
Add [Property] to some of the panel properties
Added LibraryMethodAttribute
Fix exception in Color.TryParse
Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Panel derives from PropertyClass
Fixed NRE in Property.SetValue
Merge branch 'master' of sbox
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Mesh.CreateBuffers can optionally calculate bounds for you
Added Hammer.Path
Merge branch 'master' of sbox
Oops, actually make it calculate the bounds
Add BBox.ToString
Read only Entity.All (#20)
Fixed Layer error when panel width is 0
Special cache for textures loaded from web, so we don't keep downloading the same shit
Package Query API
Merge branch 'master' of sbox
Update Sandbox.Engine.csproj
Merge branch 'master' into particle-scene-obj
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
Display an editor warning message when an AI path contains duplicate sequential nodes.
Kill excessive trailing whitespace
Merge lightcookie stuff
Rewrite fog TAA to not be muddy anymore, fix ugly banding on volumetrics, reenable fog TAA
Lightcookie atlas on a compute shader
Merge branch 'master' of sbox
Fix dynamic shader reloading not working with engine shaders
Clean up a lot of the lightcookie API, get it to render
Lightcookie slice garbage collection
New LightCookie api on lightdesc
Stuff that used that old Lightcookie contract
Update Sandbox.Engine.csproj
Added option to disable lighting for moonpool caustics.
Fixed Layer error when panel width is 0
Special cache for textures loaded from web, so we don't keep downloading the same shit
Package Query API
Merge branch 'master' of sbox
Game list sorting and search functional
Electric and Ice Explosion Particles
Electric and Ice Explosion Particles
Reduce reel in resistance and reduce strain amounts
Underwater lab glass is more transparent (missed in 63287)
Merge getWaveData_fix -> Main
Autocomplete uses popup system
Read only Entity.All (#20)
Adjust water depth params
Now showing the diving bubble FX when the duo sub begins to dive underwater
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Added support for the ambient bubble FX, shown when underwater. Refactoring some visuals code.
Duo sub cabin lights now working
Fix car flying away when props are welded to it
Split out all the duo-sub-specific features into a SubmarineDuo subclass of BaseSubmarine
Rename Submarine to BaseSubmarine
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Reduce the spotlight's volumetrics if the player is in the sub, to improve their visibility out of the window
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Update CollisionSize for all vehicles not just the tank
Removed the unused effect parameters from WaterOverlay. Not point in having things set in the inspector that don't have any effect.
Added death particles (an explosion) for vehicles. And... FINALLY, I've figured out why vehicles didn't behave with flow fields properly. Added seperate CollisionSize property and hash CollisionSize with NodeSize to create unique pathfinders.
Added ability for custom WaterOverlay settings to turn chromatic aberration on and off. Turned it off for in the subs - it made it particularly hard to read the dashboard gauges.