240,146 Commits over 3,837 Days - 2.61cph!

3 Years Ago
Citizen source update
3 Years Ago
Source updates
3 Years Ago
Removed head geometry from LOD2 feet
3 Years Ago
Attempt to reinitialize animgraph instance for managed CSceneAnimatableObject when model is hotloaded, fixes crash when hotloading citizen model
3 Years Ago
Reduce resources gained from low end fish
3 Years Ago
Added the option for ItemModSwap components to also give a random additional item from a predefined selection Added some new high end fish (missing art for now)
3 Years Ago
Small trout icon update
3 Years Ago
Balance tweaks for lure and fish settings Added small trout world model
3 Years Ago
Give submarines 50 starting fuel when purchased or spawned. Added the methods that the boat shop uses to all applicable vehicle types.
3 Years Ago
Added maximum bait value and depth values to ItemModFishable
3 Years Ago
More fixes Fish should be less likely to swim towards land when they are close to being caught Inanimate objects caught on the line will now be reeled in faster Fixed catch process not ending if the player sleeps/dies/etc
3 Years Ago
Merge Submarine->HDRP_Art_Backport
3 Years Ago
Cherry pick materials fix
3 Years Ago
Fixed missing material on modular car gibs
3 Years Ago
Fixed sub still turning if rudder input was held when the player dismounted
3 Years Ago
Change sub steering swap threshold to not be at zero, so it doesn't waver when doing zero-speed turns
3 Years Ago
Fix turning sometimes kind of locking up in the subs. Need to implement this better
3 Years Ago
Subs can now get the correct depth under a water surface, even when that surface is a moon pool that's directly above them under the water
3 Years Ago
Turn fish state into an bitmask so the fish can move left and right and away from the player at the same time
3 Years Ago
Use ConVar.Mesh.quality instead of the somewhat deprecated QualitySettings.lodBias
3 Years Ago
Have the max sub external FX distance take LODBias into account
3 Years Ago
Fishing rod no longer marks player as hostile Don't attempt the cast if we don't think it's a valid position client side Water surface logic tweaks
3 Years Ago
Hooking up proper water shaders.
3 Years Ago
Bobber now animates to the water instead of spawning in it
3 Years Ago
Slow the sub down a little
3 Years Ago
Don't show sub FX beyond 100m away
3 Years Ago
Show bobber while aiming Can now adjust cast length by aiming up/down Fixed being able to fish in too shallow water Fixed being able to fish while swimming Don't allow the line to be cast until the aim animation has been completed (fixes a bunch of weird animation issues)
3 Years Ago
Control panel LODs / fixed naming errors in the mid-size set / added monitor attachments
3 Years Ago
Underwater ambiance FX improvements. Diving googles use the TOD lit shader.
3 Years Ago
Fixed not being able to start a game that is installed locally
3 Years Ago
Fix water surface collision plane rotation. Remove my old prop bubble FX.
3 Years Ago
Some more submarine FX hook-up work. Also now handling the situation where if you Play() a particle system, then Stop() it, then Play() it again, new particles won't play until all the particles from the previous playing state have run out. Continue playing the particles and start/stop just the emitters.
3 Years Ago
Brighter, slightly more turqoise underwater. Greater viewing distance underwater.
3 Years Ago
brown trout
3 Years Ago
Added some quick tables for the cantina and other labs rooms based of existing generic textures Dressing backup
3 Years Ago
Basic underwater effects
3 Years Ago
Plastic bench LODS Merge branch 'master' of sbox-game
3 Years Ago
More plugging in, tidying up, basic shader uses standard lighting to look a bit better for now.
3 Years Ago
Nerf it a little
3 Years Ago
Implemented new missile effect and the Tesla Coil now deals 80 damage split between all targets - i.e: a single target will 80 damage but 2 targets will take 40 each and so on
3 Years Ago
Added ent_platform entity, replacement for func_movelinear
3 Years Ago
Missile Trail Particle
3 Years Ago
Airstrike requires Pyrotechnics and Tesla Coil requires Overvoltage
3 Years Ago
Added the Airstrike ability to Headquarters https://files.facepunch.com/conna/1b2111b1/ibfkjzzZ2M.mp4 Merge branch 'master' of sbox-rts
3 Years Ago
Add Texture.Invalid Set background image to Texture.Invalid when "none" Fill texture data TextTransform should cascade Materials.White becomes Texture.White Support for box-shadow: none; Merge branch 'master' of sbox
3 Years Ago
Remove a bunch of bullshit from the text shader Fix border color taking transparent background color, not applying own alpha Fixed border thickness being thicker on the corner radius Style tweaks Merge branch 'master' of sbox-game
3 Years Ago
Plastic bench- assigned missing metal texture Bench plastic feedback revisions Merge branch 'master' of sbox-game
3 Years Ago
Unused tesla particle Merge branch 'master' of sbox-rts
3 Years Ago
Added Tesla Coil pulse effect
3 Years Ago
dressing backup extra shelf variant, related prefabs