240,502 Commits over 3,867 Days - 2.59cph!
Up the ski loop volume and adjust ground angle
Added some additional alternatives
Added a landing sound (volume depends on velocity when landing)
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Added client ragdolls for performance and updated SpectateCamera to spectate the ragdoll. Fixed player being visible when dead (temporary hack, EnableDrawing called server-side seems to have broke in the last couple days?)
Fixed issues that arise when a player kills themselves. Added all ammo types. Added support for melee attacks to weapons but disabled for now.
Fixed ID on captainslog.item, was duplicated from vodkabottle.item
Added blast radius and scaled damage by distance to explosives
Fixed TackleBox prefab having the wrong PrefabID
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Scene/splat backup
Road improvements
Make barage grenade have a rubber surface property
More cleaning up shader util methods
Added explosion sounds to Pulsar and grenades
Renamed PhysicsProjectile to BulletDropProjectile. Added PhysicsProjectile. Implemented Barage (Grenade Launcher)
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Included incapacitated state in the model rotation change from
65438
Fixed physics projectiles not playing proper impact effects when hitting close targets and implemented blast effect to Pulsar which you can "rocket jump" with
Implemented all placeholder weapons just so we aren't using the same Rust asset for everything
Merge branch 'main' of sbox-hover into main
Fix compiling of translucent and alphatest base shaders
Set new default vfx modes if that wasnt set in the shader
Add missing global parameters and fix syntax to compile translucent shaders
AssetBrowser: Bring up delete helper when pressing delete on selected assets
Add default modes to base shader
Use 32 bit depth buffer
Simplify Glow code and do custom stenciling
Don't use 32 bit depth buffer in VR as we need stenciling
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Glow shader with custom stencil
shark hunt repeat every 8 hours
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Fixed player not using world model for blaster
Deprecated renderamt keyvalue in favor of rendercolor alpha channel
ModelDoc shows .vmdl_c files in Open File dialog by default
Hammer: Entity tint color better represents what it will look like in-game
Disable tint alpha for meshes in Hammer as it gets lost during map compile
Improve multiselect handling of color property's alpha text input
On select displays average of all selected objects
Tie to World and Untie from Entity commands copy the rendercolor between entity and mesh
Force mesh alpha in Hammer to 255 when rendering
This is temporary to prevent confusion when hammer and in-game do not match
Merge branch 'master' of sbox
Blaster World Model + Updated material
Tiding up the shader utils to fetch ocean surface information
Added Pulsar weapon and _placeholder_ models for Blaster and Pulsar