240,140 Commits over 3,837 Days - 2.61cph!
Less fog inside underwater labs
Added all base resistance types and updated to support weaknesses which are just negative resistances. Moved some UI classes into their own thing for simplicity. Added resistances / weaknesses to tooltips.
Use spawns worker not assault
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Moon pools for BillBTestMap
Merge Submarine->HDRP_Art_Backport (Aux)
Increase submarine view distance (less fog)
Adjust mount positions for the subs to improve visibility as far as possible
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Update flamethrower_smoke.vpcf
Adjusted some values
Updated Flame Particle
Improved look of particles
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Added submarine decay, same as boats but with slightly longer times:
- Indoors: No decay.
- Outdoors: 240 minutes (rowboat = 180).
- Deep water: 180 minutes (rowboat = 120).
Initial Flamethrower effect implementation (might need some re-thinking.)
Disable players physics hull when driving instead of using tags, hitboxes still work when physics body is disabled
Updated Particles
Updated Particles to not fade in and out
Merge branch 'master' into sdk42
# Conflicts:
# package-lock.json
# package.json
SDK 42
Flamethrower Particle
Flamethrower particle with Control Points
sub spawning setup at boat vendor
Fixed possible NRE in StageID.GetAll()
Fixed possible divergence when enumerating entities
Merge branch 'orb-divergence'
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Initial custom nav support
Refactored managers to simpler names. Added a Damage Resistance system. Units and buildings can have resistances to different damage types such as Fire, Explosions or Projectiles.
Bone manipulations do not inflate player/npc render bounds as much
Street cabinet - adjusted roughness of vents and adjusted collision
Fixed any bone manipulations breaking entity's render bounds, now render bounds will be only enlarged if a bone is manipulated outside of the original model bounds
Added APC for transporting units. Added new technologies: Carbines, Armored Plating and Pyrotechnics. Added Pyromaniac flamethrower unit stub. Changed Assault -> Cannonfodder, and Assault is now an SMG unit.
merge from submarine ai (no spawns)
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Street cabinet feedback
Merge branch 'master' of sbox-game
Completely disable CHudHintDisplay and CHudHintKeyDisplay as well, since they are also not used in GMod
gmod_camera's zooming is now tickrate independent (Community Contribution)
DungeonNavMesh now works with multiple instances
Fix gmod_camera being dependent on tickrate (#1816)
fixed accidental fog change while troubleshooting
TTT: Updated language files
Stop the crosshair color going white if the player's FOV is < 90
Completely remove CHudDeathNotice as it does nothing in GMod
Fixed SWEP.AccurateCrosshair not taking into account worldclicker aim and sometimes hitting the player entity itself