249,469 Commits over 3,959 Days - 2.63cph!
Reworking slot machine mats/textures to support emissive 1/2
Add:
- float Entity:GetAnimTimeInterval() [CBaseAnimating]
- void NPC:SetMoveVelocity(Vector vel)
- void NPC:UpdateTurnActivity()
- bool NPC:HasObstacles()
- bool NPC:AutoMovement(float interval, Entity target = NULL)
I tried to improve the TunnelDweller AI but made it worse for now
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Fix artifacts on the train tunnel overlay
Adjust sprite material on payout widgets to change intensity based on time of day, they were getting way too shiny when lit by light sources at night
Rework the map rendering so we can specify the renderers to use (because the 4-way intersection is set up differently)
Fix map views showing dark mode when they have it disabled
If a workcart explodes, kill the driver.
Hammer: Model Browser now scrolls to the selected model
Hook up new jackpot particle effect
Spawn particle effect parented to slot machine so it gets aligned properly
Merge Workcart -> Experimental
Set RunOnCache to true for CollateTrainTracks. Looks like this should get it to run when loading saves.
Backlit signs / meshes / textures / prefabs
Fixed progress bar when generating bullet systems
Removing when out of bounds / clamping to bounds support
Automatically render the tunnel map
Hammer: Fixed crashing issues with Object Properties Output/Input column sorting
Hammer: Increased the text fields width for many things in the first tab of Object Properties window
Converter tool replaces HTN scientist prefabs with new versions.
Relocated new MT scientist prefabs.
Manifest.
Redirect Console View
BUILD
New military tunnel scientist prefabs using new AI setup.
Initial MT ai design setup.
Replaced "Select Folder" dialogs in Options menu with the more modern ones
Allow placing weapons in hammer
Use custom inventory
Fix GiveAmmo
Ammo/Weapon pickup sounds
Respawn map placed weapons
Move Form to Base
TextEntry blink slower
Fixed NetList not dirtying
GameScreen closer
Added Game.PostLevelLoaded
SetParent allows bone number < 0, treats it as no bone
Added Entity.Transform setter
Call PostSpawnGroupLoad from engine
Sounds
Update game names
Update dm_yard
Merge branch 'master' of sbox
Made sure DynamicEaseTo is burst compilable
Facing modes, sizeMultiplier support
Fixed a self crash with render.DrawSphere when giving the sphere zero/negative segment counts
Add spacers support to DComboBox (Community Contribution)
Added duplicate NPC controls to the NPCs spawnmenu tab, hopefully people will be able to find those settings now
Add spacers to DComboBox's DMenu (#1543)
MonumentSign will now automatically find the closest tunnel entrance and then find the monument closest to that
MapView switch to tunnel mode in EnvironmentType TrainTunnels instead of Underground
AI converter tool now handles HTN spawners/npcs
Merge from network_tick_optimization
Compile fix. Also fixed NRE for missing rigidbody
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)
Merge from network_tick_optimisations
deleting confusing old anim source files, max files, folders
converted some more lights prefabs
Train tunnel prevent building volumes
Lighting pass on tunnels corridors and stairwells
Replaced neon lights for loded flare ones
Fix MonumentSignText disabling itself
Merge from signage branch
Entrance - Added alpha carving to the vent conduit - Expanded the entrance model padding to cover the alpha carve spread in some scenarios - Some splat plainting work and added a new terrain blend map - Fixed LOD3 material not displaying textures
Made ladder volume inside vent less awkward
Added military tunnel test scene, some initial debugging to help figure out what's going on.
Fixed world not properly spawning on first connect