240,160 Commits over 3,837 Days - 2.61cph!
budgeted update for environment fish, better collision
Metallic variant of the cargoship door
Set up map renderers for underwater labs (stomp these if you need to - they're set by a script)
Added Entity.OnAnimGraphCreated
Merge branch 'master' of sbox
EntPlatform => PlatformEntity class name
Animatable door support using anim graphs
Adds "Animated only" move type to doors
Changes KeyframeEntity to base from AnimEntity
Added 2 generic animgraphs for door animations (prop_door_rotating-like, and prop_dynamic like), ready to be plugged into models with correct sequence names.
Car camera orientates to car on activate
Underwater base material tweaks
Made white panels metallic
Used higher quality masks for rust
Tweaked glossiness, specular and color and blend settings on a bunch of materials to make the scene less noisy and more consistent
Created some custom blend masks
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added ammo flag to duo sub that ought to activate when torpedo ammunition isn't present
Needs to rotate
Added to Interface, between the console and the fuel gauge.
Updated sub prefab
Ship citizen model sources with game
added catfish, catfish skinned with lods and materials
Don't snap text to pixels (no longer needed)
Merge branch 'master' of sbox
MoveHelper tweaks
UI tweaks
Change labs ammunition crate loot definition - needs a balance pass
Reduced underwater lab spawn count
MinDistance increased
Only fire LobbyInvite_t events for current appid
(Ideally the appid should be exposed in the c# callback maybe)
- Bring back ArtificialHeight override for the subs, was getting bouncing again with the new system + less raycasts this way
- If ArtificialHeight is set, now skipping GetBuoyancyWaterInfo
disabled drop to ground on the oil barrel spawns
added some radiation light to UnderwaterLab_Dwelling_600_Corner_A
disabling shadows on some lights that did
More agressive LOD distances on conditionals
Don't add Local Games title
WalkController uses MoveHelper.TryMoveWithStep
Don't try to play empty sound files
Added Entity.OnAnimGraphTag( string tag, enum event )
reset dwelling prefabs transforms
updated kitchen furniture greybox for final art in modules and dwellings
material swapped shelves prefabs to use steel material
updated eye part of texture on fish and added scatter bits to normals
Fixed .vtex and .exr working their way into vpks on buildcubemaps
minor shark material/texture changes
More agressive LOD distances on modules
Disabled shadow casting on pipe greeble set
Added PropertyAttribute.DeclaringType
Make shadows update when they change, fixed color rendering
Add Panel.OnLayout (allows you to override the layout position programatically, affects children also)
Shadow proxy meshes for the underwater labs and prefab setup
Keep popups on screen
Inspector makes checkbox for bools
Inspector has Recursive option
Made text shadow test interactive
Fix mobile issues for Discourse
Surface much more slowly after the five minute timeout
Fix crash when passing a nullptr as a strong pointer to resource (sbox-issues/issues/529)
Don't have subs surface immediately after dismount. Wait five minutes.
Map select local maps shows maps in folders
Fix map list compounding
Merge branch 'master' of sbox-game
Made player corpse ragdolls less buoyant
Rubikon: Null check mesh root node in mesh shape cast sphere
Reduced the deepUnderwater buoyancy raycast to 5m (performance, shouldn't need more)