221,906 Commits over 3,653 Days - 2.53cph!
Implemented new missile effect and the Tesla Coil now deals 80 damage split between all targets - i.e: a single target will 80 damage but 2 targets will take 40 each and so on
Added ent_platform entity, replacement for func_movelinear
Airstrike requires Pyrotechnics and Tesla Coil requires Overvoltage
Added the Airstrike ability to Headquarters https://files.facepunch.com/conna/1b2111b1/ibfkjzzZ2M.mp4
Merge branch 'master' of sbox-rts
Add Texture.Invalid
Set background image to Texture.Invalid when "none"
Fill texture data
TextTransform should cascade
Materials.White becomes Texture.White
Support for box-shadow: none;
Merge branch 'master' of sbox
Remove a bunch of bullshit from the text shader
Fix border color taking transparent background color, not applying own alpha
Fixed border thickness being thicker on the corner radius
Style tweaks
Merge branch 'master' of sbox-game
Plastic bench- assigned missing metal texture
Bench plastic feedback revisions
Merge branch 'master' of sbox-game
Unused tesla particle
Merge branch 'master' of sbox-rts
Added Tesla Coil pulse effect
dressing backup
extra shelf variant, related prefabs
Merged jobs in UpdateHashSystem
Fixed entities being skipped in keyframe property jobs, add BurstCompile
More robust dependency management in ScriptQuerySystem
Updated Base tesla coil particle
Tesla Coil AOE Particle
https://files.facepunch.com/louie/1b2111b1/particles_tesla_coil_tesla_base.vpcf%202021-07-21%2013-50-36.mp4
Fixed Scaling issues on Helicopters
Added Tesla Coil base and units will now reach their destination before trying to interact with targets
Base Tesla Coil Particle
Attached to model.
Fixed potential issues with steamworks.DownloadUGC when the file somehow failed to open for the success callback
Far simpler approach to fetching and interfacing with particle system scene objects
Getting somewhere
Done properly and remove old attempt at wrapping IParticleCollection
Make SceneObject.All a read only list
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
Merge branch 'master' into particle-scene-obj
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Fixed wrong order
Store SceneWorld in OnNativeInit
Merge pull request #19 from Facepunch/particle-scene-obj
Far simpler approach to fetching and interfacing with particle system…
Store SceneWorld in OnNativeInit
Don't exit car if use key is disabled, allows rotating with physgun while in car
Add OnBreak handler for all the other joints
Don't use pawns eye rot for first person car camera, seems to be jittery
Reset orbit when changing car camera mode
Cleanup some hardcoded values in car camera
Allow mouse look in first person car camera
Zero out roll in base camera build input so cameras can't permanently mess it up
Tag the ocean as sea water!
Use joint onbreak handler for ropes
Rubikon: Destroying a body with a joint will trigger an OnBreak for the joint
Add PhysicsJoint.OnBreak handler (only supported on springs until proven it works without issue)
Merge from voiceprops/dlc/playersave
Better bait now increases the chance of getting rare fish
Part of the way through hooking everything up properly...
Description updates
Added anchovy, diving fins, water bucket, water bottle as fishable
Removed buoyancy height modifier for moon pools,
63180 fixes this in a better way
Add rope tool, mostly to test spring joints and find a nice way to manage and cleanup rope particles in a nice way
Support Comments in .addon files
Merge pull request #2 from WYVERN2742/master
Support Comments in .addon files
Set reference mass for spring ropes used for balloons and lights
Layer shuffling to stop caustics leaking everywhere
First implementation of aircraft dust particles
New wall mounted and floor standing shelves models based on the offce magtapes set
Added VMatrix.GetTransposed
Added Angle.Random
Added Vector.Random, Vector.Negate, Vector.GetNegated
Add Entity.RemoveAllDecals