223,508 Commits over 3,684 Days - 2.53cph!

2 Years Ago
Asset browser mod filter obeys active status Delete addons.json
2 Years Ago
Add input glyph to binding hint for opening a Station
2 Years Ago
Updated map with archer spawns and ent icon
2 Years Ago
updated snowmobile mesh. removed unnecessary joint aka 2 less bones needed
2 Years Ago
GetAllModsCount can return only active mod count Add Asset.AbsolutePath Don't dump a tools_asset_info.bin into each addon Save tool settings and autosave in .source2 folder Asset absolute paths Update .gitignore
2 Years Ago
Add optional argument to Input.GetGlyph specifying glyph size. ( Small: 32px, Med: 64px, Large: 128px ) Input.GetGlyph( InputButton ) will now return glyphs in the same knockout style as controller glyphs https://files.facepunch.com/matt/1b1311b1/glyphs.png Clear all cached handles when a new Steam Input config is loaded
2 Years Ago
Basic Example Particles collision_particle_example, constrain_distance_example, epitrochoid_example, follow_cp_example, grid_example, int_from_model_example, move_between_2points_example, on_kill_example, pull_towards_example, screen_space_example, snapshot_example
2 Years Ago
Added GateArcherSpawnpoint (Hammer: slingshot_gate_archer_spawnpoint)
2 Years Ago
If a unit has a target to attack before it has reached formation, try to reach formation during the attack at half the speed whilst also steering towards range
2 Years Ago
wip patrol setup
2 Years Ago
Add Player.GiveEggsToEnemy server var for testing Implement GiveEggsToEnemy support for Stationary eggs Try to automatically switch to a closer target but only if we're attacking a gate Ceil health display for egg group hud
2 Years Ago
Adding light sources to heaters
2 Years Ago
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2 Years Ago
Add sling attachment to the Trebuchet Added TrebuchetProjectile class using simple bezier curve Add Position to DamageInfo for Plague Barrel Increase damage for TrebuchetData and remove EggFlags.Mobile from valid target Allow Bombs to attack any IDamageable not just EggGroup types Add TrebuchetData to test egg set Add Trebuchet entity and fire a projectile every 5 seconds (test)
2 Years Ago
electric heaters source files
2 Years Ago
Source backup
2 Years Ago
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2 Years Ago
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2 Years Ago
Adding set of electric heaters - models/prefabs/texture files
2 Years Ago
Snowmobile model update added new geometry so alex can rig the steering properly widened the distance between ski's to 1.2m updated textures/materials/LODs and gibs accordingly
2 Years Ago
Invert Jump / Ski actions if using a controller
2 Years Ago
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2 Years Ago
More AI data
2 Years Ago
Add a higher mass for bomb so it can't be slung as far down the battlefield
2 Years Ago
Make the bombs attack radius much smaller and have them only attack stationary units Remove redundant weapon code from DirectDamage Add IDamageable.TakeDamage Add EggGroup.SetChaperone to properly clean up any previous chaperone Add Unit.ProcessWeapon virtual method Implement bomb damage and particle effects Merge branch 'main' of sbox-slingshotsiege
2 Years Ago
Subtracting 67913 to ensure arctic base spawns on 3k maps
2 Years Ago
Spawn arctic base and arid military base after the main monuments so they don't occupy their spawn locations (since they do not have distance to other monuments enforced, they should still find suitable spawn locations nearby)
2 Years Ago
Another AI data pass.
2 Years Ago
enabled read access on a bunch of meshes needed for navmesh gen
2 Years Ago
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2 Years Ago
ArcticBaseAI prefab updated for recent module_a art changes.
2 Years Ago
Merge from spraycan
2 Years Ago
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2 Years Ago
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2 Years Ago
Merge from general_qol
2 Years Ago
Even more robust
2 Years Ago
Hammer: More robust quad basis calculation for shatter glass etc
2 Years Ago
Added a GameTip for players trying to drive a snowmobile on unsupported terrain
2 Years Ago
Fixed being able to report the same player too often
2 Years Ago
Save T2 and T3 tech trees to generate input and output data, fixes branch cost display not working on those workbenches Fix incorrect cost calculation
2 Years Ago
Change default vehicle hold dismount time to 0.25 (was 0.5) This is saved so any existing staging players will stay at 0.5
2 Years Ago
Merge Snowmobile -> Aux
2 Years Ago
Suspension visual settings (Tomaha)
2 Years Ago
Colliders
2 Years Ago
Tomaha colliders
2 Years Ago
Snowmobile suspension
2 Years Ago
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2 Years Ago
In 67852 I hoped that Continuous Speculative collision would create incorrect behaviour in a good way (it tends to make things more "floaty", which could be good for a snowmobile). Sadly it created incorrect behaviour in a bad way (e.g. driving off the edge of the downward slope would push the snowmobile upward). Switching to Discrete, but we'll need to be wary of high speed collisions.
2 Years Ago
Wheelcollider position adjustments
2 Years Ago
Bring 67872 back in this branch