225,472 Commits over 3,714 Days - 2.53cph!

3 Years Ago
Don't allow aiming until a lure is equipped Disable DDDraw Disable fishing UI (for testing)
3 Years Ago
Minor pedal speed tweak
3 Years Ago
A bit more pedal angle
3 Years Ago
Animated duo sub pedals
3 Years Ago
- Renamed PoolVehicle to IPoolVehicle. - Made the submarines an IPoolVehicle. - Removed the wake on trigger enter, IPoolVehicle already covers it. - Made BaseBoat an IPoolVehicle as well, and removed it from Kayak (it's a BaseBoat subclass).
3 Years Ago
Fixed being able to cancel a cast while the successful cast animation is playing, caused some weird animation issues
3 Years Ago
Detail collider trigger detection caused too many issues. Go back to the old way, and just add a small Vehicle World collider on the sub's client side just for detecting water volume triggers. Subs now float reliably in swimming pools.
3 Years Ago
If a sub is sitting in an empty swimming pool and somebody starts to fill it, wake up the rigidbody so that it'll hopefully start to float
3 Years Ago
Let the vehicle detailed physics layer interact with triggers, so it can detect water volumes
3 Years Ago
Use Vehicle Detailed instead of Vehicle World in the swimming pool and paddling pool layer masks for the water volumes. Fixes submarines returning different water level results between client and server when used in a pool.
3 Years Ago
Fix tire calculation working incorrectly, was increasing difficulty incorrectly
3 Years Ago
Centered the icons and text in tooltips properly. Added the Adrenaline ability for Assault units usable after learning Syringes, this gives the Boost Status to the unit for 15 seconds making it move 40% faster
3 Years Ago
Ambient underwater herring (needs underwater masking in the shader)
3 Years Ago
Enforce distance checks so the fish doesn't swim too far away while being caught Fixed an issue where movement wasn't properly cancelled while fishing
3 Years Ago
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3 Years Ago
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3 Years Ago
added vertex swim shader materials and updated herring mesh, added fish movemask
3 Years Ago
Animator state changes Item renames
3 Years Ago
Adjusted colliders on the duo sub to match the updated model with higher roof
3 Years Ago
Made TriggerHurt an IServerComponent like the other hurt trigger types, since it's only used on the server side
3 Years Ago
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3 Years Ago
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3 Years Ago
Updated Facepunch.ExpressionStrings Make sure pooled pixel particles are cleared properly Don't keep applying parent pattern deltas to ECS bullets after removal Updated package manifest
3 Years Ago
Added nav node and clean up to Basic template. Updated to have nav node and cleaned up the entities by removing old properties.
3 Years Ago
Fixed light offset fuckery in 2 and 3-way moonpools
3 Years Ago
Don't serialize lastDealtDamageTime
3 Years Ago
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3 Years Ago
skin approval
3 Years Ago
Cleaned out the old fog fakery
3 Years Ago
dressing backup
3 Years Ago
Fixed unwanted haze inside underwater bases
3 Years Ago
Added proper effects for the Heal Ability and added the Healing Status
3 Years Ago
Underwater lab glass with fake fog parameters. Slightly less base water wobble again.
3 Years Ago
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3 Years Ago
Properly support !self in map IO, Hammer included
3 Years Ago
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3 Years Ago
Added "Standard Refraction With Fog" shader that works exactly like "Standard Refraction" but adds additional fog to anything that is visible through the transparent object
3 Years Ago
Depth + debugging.
3 Years Ago
Toned down base water wiggle a bit.
3 Years Ago
Unit Buff Particles Use Axis X to scale the radius Use Axis Z (1) to enable the icons and electric effect. https://files.facepunch.com/louie/1b2211b1/particles_unit_status_boost_boost_unit.vpcf%202021-07-22%2015-56-09.mp4
3 Years Ago
Removing debug log
3 Years Ago
Added pathfinding for valid boat path to fishing villages when considering spawn positions
3 Years Ago
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
3 Years Ago
Rubikon: Setting body scale also scales attached joints instead of PhysAggregate handling it
3 Years Ago
Fix incorrect rope anchors, only rope particle points need scaling
3 Years Ago
Serialized status data experiments Change BaseStatusData to StatusData as it isn't abstract and can actually be used Merge branch 'serialized-statuses'
3 Years Ago
Added support to PlaceMonuments to check a valid path to the open ocean when choosing a spawn position (through adding TerrainPathConnect to the relevant monument)
3 Years Ago
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
3 Years Ago
Add [Predicted] to AimDir and ShotPower
3 Years Ago
Serialized status data experiments