240,150 Commits over 3,837 Days - 2.61cph!

3 Years Ago
Improve reliability of frontend stream handling (gets rid of some duplicated messages due to server errors in the streams)
3 Years Ago
Merge Save215->Aux
3 Years Ago
Torpedo setup WIP
3 Years Ago
Particles.Create with entity param adds particle to that entity so they get cleaned up when the entity does
3 Years Ago
Prop particles created with func with entity param so they get added to that entity
3 Years Ago
Set up torpedo world models + extras
3 Years Ago
Move torpedo content to the Ammo prefabs section
3 Years Ago
Torpedo item icons
3 Years Ago
Merge the latest underwater content->Torpedoes
3 Years Ago
Initial support for spawning particles for props "particles_list" (note: doesn't yet support all attachment types and doesn't clean up when entity is deleted)
3 Years Ago
Torpedo FX & related files. Added some more primitive meshes for general FX purposes.
3 Years Ago
skinned up current fish to existing rigs
3 Years Ago
Unnamed doors don't open each other
3 Years Ago
fishing bobber model and materials
3 Years Ago
Fix incorrect available host memory being reported to orleans
3 Years Ago
Dwellings AI spawn/cover/move and obstacles setup - progress backup
3 Years Ago
Fixed Saves and Dupes not working Remvoed debug output from Entity.SetBodyGroups function
3 Years Ago
Added diagnostics/counting_120.sound Added "Moving Sound" to ent_door
3 Years Ago
Added secondary moonpool entrance / exit to underwater labs Added MaxCountLocal and MaxCountGlobal to DungeonBaseLink (can specify per-lab and per-map limit for certain underwater lab modules)
3 Years Ago
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3 Years Ago
Adjusted the radius and height of the Nuke again (looks good)
3 Years Ago
Use half the radius for the width and the full radius for the height
3 Years Ago
Implement CP#2 support for the Nuke in anticipation of upcoming particle effect changes Merge branch 'master' of sbox-rts
3 Years Ago
Improve unstuck behavior on platforms moving upwards ent_door improvements: sounds, double doors, spawn pos Added different sound keyvalues Replaced "Start Open" spawnflag with "Initial Position" 0-100% Added ability for the rotating door to rotate away from activator Doors with the same name open together
3 Years Ago
Scalable Nuke Radius CP.1 X Axis Controls Radius CP.2 Z Axis Controls Height https://files.facepunch.com/louie/1b2611b1/particles_weapons_explosion_nuke_nuke_base.vpcf%202021-07-26%2018-07-24.mp4 Merge branch 'master' of sbox-rts
3 Years Ago
Some docs for entity functions, Added Entity.FindAllByName
3 Years Ago
Namespace UI code under Towns.UI Fix possible exception in DestroyEntityDeferred Custom dev camera Dev cam (F2) now supports moving world entities around
3 Years Ago
Implemented GetAttackPriority and added AttackPriority to each base item definition
3 Years Ago
Enable editor priviledge for everyone (temporary)
3 Years Ago
Changed the Grenade class to Projectile and have Nuke extend that. Added placeholder Nuke siren and explosion sounds and implemented them with a flickering red alert light.
3 Years Ago
Fixed [PanelEvent] methods not getting PanelEvent [PanelEvent] that returns bool will set Propogation Create DisplayMode.cs Add RenderDeviceManager glue RenderSettings class Rename DisplayMode to VideoDisplayMode so it doesn't conflict with UI HtmlNode GetAttributeValue chaged to GetAttribute, added GetAttributeFloat etc if width/height are 0 or invalid - use desktop settings If ChangeVideoMode to borderless, use desktop resolution Don't stomp vsync mode in tools mode Set parent before PostTemplateApplied Added Panel.Descendants (gets all children and grandchildren etc) Added RenderSettings.DisplayModes() Set defaultres to 0 when borderless Merge branch 'master' of sbox
3 Years Ago
Popup BelowStretch Settings page basics
3 Years Ago
Added the Nuke ability, an expensive late-game weapon of mass destruction that will eventually require a Launch Pad to fire from. Added Timed Viewers to the fog system. When a Nuke is deployed, everyone can see the area where it lands for a short time to witness its glory.
3 Years Ago
merge from ai main
3 Years Ago
Added InRangeOfHome event
3 Years Ago
speargun->save215
3 Years Ago
speargun->submarine
3 Years Ago
merge in
3 Years Ago
remove fish idle debug visuals
3 Years Ago
Added a static variant of the deployed boom box, added to mess hall module Reduced the audio range from 30->20 to fit more nicely in the module
3 Years Ago
Fixed SSRR
3 Years Ago
added fish_shoal
3 Years Ago
Save++ Network++
3 Years Ago
Removed Unused Particle Removed unused nuke particle was the original base particle.
3 Years Ago
Initial Nuke Explosion Work in progress Nuke explosion. https://files.facepunch.com/louie/1b2611b1/particles_weapons_explosion_nuke_nuke_fire_tube.vpcf%202021-07-26%2013-22-52.mp4
3 Years Ago
Multiple bug fixes with normals, spectrum interpolation, etc.
3 Years Ago
Mark moon pool as fishable
3 Years Ago
Revert "Trying out ComponentTypeHandleCache<T>" This reverts commit 2cf252ce8b01cdaad6ac370db9a3899676cb4ce0. Attempt to ensure BulletArchetype jobs are scheduled in parallel
3 Years Ago
infirmary initial dressing pass
3 Years Ago
merge from submarine