250,871 Commits over 3,959 Days - 2.64cph!
Tweaked platform colliders to make it easier to jump onto them
Fixed PlayerCollisionSystem relying on chunk order determinism
Merge branch 'orb-divergence'
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
Street cabinet - fixed roughness
Street cabinet large - LODS
Fixed gas cylinder using the wrong material mask for tinting
Merge branch 'master' of sbox-game
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
Add Slider2D control
Inspector create ColorProperty control for Color
Merge branch 'master' of sbox-game
Fixed that underwater_lab_glass would be drawn on top of the underwater shader, effectively making it glow in the dark (this also seems to resolve barely being able to see out of it)
Upgraded to Unity 2020.3.13f1
Upgrade DOTS packages
Fixes for ECS API changes
Fixed job exceptions after DOTS upgrade
Upgraded NintendoSDKPlugin
Fixes for NintendoSDKPlugin API changes
Upgraded NexPlugin
NexPlugin API changes
Use default world initialization
Fixed standalone editor errors
Fixed corrupted NintendoSDK
Updated Facepunch.ExpressionStrings
Added AOT hint for CoreController
Switch build error fixes
Run UpdateHashSystem in LateFixedUpdateGroup
Merge branch 'master' into unity2020.3
Updated Jenkinsfile, Build.cs
Merge remote-tracking branch 'origin/unity2020.3'
Fixed asserts with Path Tool's Rope particle effect
Makes node colors affect the rope
Far simpler approach to fetching and interfacing with particle system scene objects
Added additional requested custom map volume and trigger prefabs
Updated Jenkinsfile, Build.cs
Some extra particle methods
build !redux_all !ecs
Run UpdateHashSystem in LateFixedUpdateGroup
Merge branch 'master' into unity2020.3
added damage masks for both subs and updated detail tiling in their materials
Added AnimEntity.UseAnimGraph/HasAnimGraph/Sequence getter
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added bulkhead divider, tweaked uvs to accommodate it. tweaked meshes so they fit the curved hull better. added collision meshes, set up basic prefabs
Updated Flamethrower Particles + Fire Particles
https://files.facepunch.com/louie/1b1311b1/particles_weapons_flamethrower.vpcf%202021-07-13%2010-07-46.mp4
Added fire particles.
Merge branch 'master' of sbox-rts
Better implementation of Player.IsUserGroup (Community Contribution)
Added second argument to util.Base64Encode - skipNewLines, defaults to false
Better implementation of Player.IsUserGroup (#1819)
Less fog inside underwater labs
Added all base resistance types and updated to support weaknesses which are just negative resistances. Moved some UI classes into their own thing for simplicity. Added resistances / weaknesses to tooltips.
Use spawns worker not assault
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Moon pools for BillBTestMap
Merge Submarine->HDRP_Art_Backport (Aux)
Increase submarine view distance (less fog)
Adjust mount positions for the subs to improve visibility as far as possible
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Update flamethrower_smoke.vpcf
Adjusted some values
Updated Flame Particle
Improved look of particles
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Added submarine decay, same as boats but with slightly longer times:
- Indoors: No decay.
- Outdoors: 240 minutes (rowboat = 180).
- Deep water: 180 minutes (rowboat = 120).
Initial Flamethrower effect implementation (might need some re-thinking.)
Disable players physics hull when driving instead of using tags, hitboxes still work when physics body is disabled
Updated Particles
Updated Particles to not fade in and out