240,146 Commits over 3,837 Days - 2.61cph!
removed unnecessary industrial light in Lighting3 prefab, this prefab should only contain moonpool water lighting
When resources change lerp the transform in the top bar instead of adjusting the font-size
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Old bench lod0 textured - gas cylinders set to RED as well
Merge branch 'master' of sbox-game
Find Game shows active lobbies
Fix sidebar blur performance
Update base.fgd
Fixed only recording first game's activity
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Give vehicles some bullet resistance. Some refactoring to Weapon to reduce some repetition. Added the Marksman with the Killshot ability.
Added MonumentInfo to mountain and ice lake prefabs
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Adding a collection of steel metal crates made from various other crates and re-skinned
Show IO information on crafting UI (same as weapons)
Look forward when not orbiting in thirdperson car camera
Improve submarine stability
Add PhysicsBody.Scale, PhysicsBody.Transform includes Scale
Added some help tips when the player fails while fishing
Fix incorrect rope anchors on ragdolls
Rope length is distance between the two anchor points instead of a fixed length
Don't allow aiming until a lure is equipped
Disable DDDraw
Disable fishing UI (for testing)
- 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).
Fixed being able to cancel a cast while the successful cast animation is playing, caused some weird animation issues
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.
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
Let the vehicle detailed physics layer interact with triggers, so it can detect water volumes
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.
Fix tire calculation working incorrectly, was increasing difficulty incorrectly
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
Ambient underwater herring (needs underwater masking in the shader)
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
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added vertex swim shader materials and updated herring mesh, added fish movemask
Animator state changes
Item renames
Adjusted colliders on the duo sub to match the updated model with higher roof
Made TriggerHurt an IServerComponent like the other hurt trigger types, since it's only used on the server side
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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
Added nav node and clean up to Basic template.
Updated to have nav node and cleaned up the entities by removing old properties.
Fixed light offset fuckery in 2 and 3-way moonpools
Don't serialize lastDealtDamageTime
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