240,253 Commits over 3,837 Days - 2.61cph!
A bunch of work on queueable commands but I'm not sure I like it or that it's worth it - evaluate later
Added an extra pre cast check to stop fishing if the player is too far away from the edge and reeling the fish in would trigger an obstruction line snap
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Fixed module sub entities not spawning properly
Camper module now updates repositions seats based on conditionals
Added lungs and submarine icons
Added a filter field to the conditionals list
Merge Main -> SubmarineSeptember
Added some example configurations to Playground_vehicles
Fix showing oxygen level when riding horse in water
Torpedoes are a little faster
Merge SubmarineSeptember -> Main
Moved fog updating to RTS / gamemode to avoid nasty thread pool issues
Fix being able to deposit resources in a building that is under construction
Make duo sub interior brighter, so that storage can be seen with the engine off
Accidentally left a spammy log in tick
Improved the fog system with OnVisibilityChanged method on IFogCullable and updated building memory system to use it
Set up submarine item storage. Added "Usable Tertiary" tag.
Added CanBeAttacked method on IDamageable / ISelectable. Blueprints cannot be attacked. Added blueprint tag. Enemy players will ignore your blueprints when interacting.
Merge branch 'master' of sbox-rts
Added Playground_vehicles test map
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More texture size reduction
Fixed units not being able to construct blueprints sometimes. Added Player.TeamGroup and IsLocalTeamGroup. Updated a lot of instances to use IsLocalTeamGroup to support teams. Fixed more bugs with blueprints. Cannot attack a unit in your team group.
Merge branch 'master' of sbox-rts
File size reduced on textures
Commented out WIP CurrentSequence code
By default, placed structures are blueprints until they have a worker try to build them. Blueprints are only visible to and interactable by the player who owns them. Blueprints can be cancelled by left-clicking on them.
Fix mapbuilder adding incorrect search path after recent change
Obsolete GetSequenceDuration, IsSequenceFinished and Sequence. Add CurrentSequence which contains .Duration, .IsFinished, .Name, .Time and .TimeNormalized
Fixed HUD still showing when a building clone is created
Fixed the transition between the clone and real building
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Remove AnimTime and rename AnimCycle to SequenceCycle
Fade back in and out instead of instantly
Citizen/animgraph: added time checks to prevent "long idle" aim chains from incorrectly being enabled for half a second after a weapon switch
First pass at adding building memory. A local copy of a building will be created if you can no longer see it. This means you can't tell if a building has been destroyed until you look again. Commented out animation data copying for now.
Merge branch 'master' of sbox-rts
Experiment: Count connecting players as bots until they fully join
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Bound AnimTime and AnimCycle
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ModelDoc: Apply import scale to physics the same way as render meshes to keep things consistent
old bench - changed gibs to use phys box rather than from render shape
Merge branch 'master' of sbox-game
Merge branch 'master' of sbox-game