252,714 Commits over 3,990 Days - 2.64cph!
merge from primitive/deployable_ammo
Correct tiger audio import settings (load in bg, preload, pcm)
Add terrain layer to GroundWatch
Switch explosives to Deployed layer
Update chain reaction layer mask
Custom deployed explosive - lower damage and splash radius compared to throwing type
Updated pickup and deployment timers
placement effect
ground watch setup - not working for now due to wider layer changes are needed
Allow siege explosive deployables to be picked up - two second pickup time
Prevent deployment inside trees and nodes
Leaderboard backup, run #
17357
Implement IIgniteable and ISplashable so the explosives can be lit and defused
More reliable chain reactions
Fixed explosives not doing damage
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Set up flammable version, better iexplosion effects
Explicitly turn off BOM when marshaling strings to/from Steamworks, just to be safe
Extra scene/prefab backups
glock/mp5 aim cone matches crosshair
First pass on deployable siege weapon ammo
Start adapting denoiser to new API
Iterate denoiser
https://files.facepunch.com/sampavlovic/1b0311b1/sbox-dev_0AMMNcrONB.mp4
Scenes + prefab setup backups
RidableHorseAudio null checks just in case
Restored catapult boulder impact effects
Cherrypicked
112295 - battering ram sounds polish
Cherrypick
112230 - catapults/ballista sounds polish
Cherrypicked
112070 shield sounds
Cherrypicked
111892 - mini crossbow sounds
Ballista effects surgery: pulled in the new incendiary and hammerhead bolt effects
merge from primitive -> aux2
merge from primitive/era_loot_tables -> primitive
Fix so it also blocks primitive only loot tables when in vanilla
Create separate spline class
Cleanup SplineComponent
Cleanup test scene
Catapult fire and explosive ammo impact sounds
Better handling of locked item that requires another blueprint, show the item in the crafting menu if the steam item is owned but locked
Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match
Rename default era from "unknown" -> "none"
- doesn't change anything convar wise, only changes the code's enum
Setup steam item for medieval barricade
Added new option to gate a steam item via another item
Moved UnlockedViaSteamItem up a level to SteamInventoryItem to support standalone items being unlocked via packs
Also add support to filter loot tables from the entity directly based on the era
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merge from primitive/fix_gamemode_sleeping_bags -> primitive
merge from primitive/fix_primitive_tag -> primitive
merge from primitive/fix_primitive_tag -> primitive