250,768 Commits over 3,959 Days - 2.64cph!
Updated on kill particle example to use "Init from killed parent particle"
no_terrain cliff material variants for special purpose use
Increase the size of the font used to display the enemy player and health
Particles: Enable InitFromParentKilled and CreateFromParentParticles
Tweaked weapon fire rates for each type of unit
Added support for archers to sit on each gate and attack enemies that are dangerously close
Asset browser mod filter obeys active status
Delete addons.json
Add input glyph to binding hint for opening a Station
Updated map with archer spawns and ent icon
updated snowmobile mesh.
removed unnecessary joint aka 2 less bones needed
GetAllModsCount can return only active mod count
Add Asset.AbsolutePath
Don't dump a tools_asset_info.bin into each addon
Save tool settings and autosave in .source2 folder
Asset absolute paths
Update .gitignore
Add optional argument to Input.GetGlyph specifying glyph size. ( Small: 32px, Med: 64px, Large: 128px )
Input.GetGlyph( InputButton ) will now return glyphs in the same knockout style as controller glyphs
https://files.facepunch.com/matt/1b1311b1/glyphs.png
Clear all cached handles when a new Steam Input config is loaded
Basic Example Particles
collision_particle_example, constrain_distance_example, epitrochoid_example, follow_cp_example, grid_example, int_from_model_example, move_between_2points_example, on_kill_example, pull_towards_example, screen_space_example, snapshot_example
Added GateArcherSpawnpoint (Hammer: slingshot_gate_archer_spawnpoint)
If a unit has a target to attack before it has reached formation, try to reach formation during the attack at half the speed whilst also steering towards range
Add Player.GiveEggsToEnemy server var for testing
Implement GiveEggsToEnemy support for Stationary eggs
Try to automatically switch to a closer target but only if we're attacking a gate
Ceil health display for egg group hud
Adding light sources to heaters
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Add sling attachment to the Trebuchet
Added TrebuchetProjectile class using simple bezier curve
Add Position to DamageInfo for Plague Barrel
Increase damage for TrebuchetData and remove EggFlags.Mobile from valid target
Allow Bombs to attack any IDamageable not just EggGroup types
Add TrebuchetData to test egg set
Add Trebuchet entity and fire a projectile every 5 seconds (test)
electric heaters source files
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Adding set of electric heaters - models/prefabs/texture files
Snowmobile model update
added new geometry so alex can rig the steering properly
widened the distance between ski's to 1.2m
updated textures/materials/LODs and gibs accordingly
Invert Jump / Ski actions if using a controller
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Add a higher mass for bomb so it can't be slung as far down the battlefield
Make the bombs attack radius much smaller and have them only attack stationary units
Remove redundant weapon code from DirectDamage
Add IDamageable.TakeDamage
Add EggGroup.SetChaperone to properly clean up any previous chaperone
Add Unit.ProcessWeapon virtual method
Implement bomb damage and particle effects
Merge branch 'main' of sbox-slingshotsiege
Subtracting
67913 to ensure arctic base spawns on 3k maps
Spawn arctic base and arid military base after the main monuments so they don't occupy their spawn locations (since they do not have distance to other monuments enforced, they should still find suitable spawn locations nearby)
enabled read access on a bunch of meshes needed for navmesh gen
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ArcticBaseAI prefab updated for recent module_a art changes.
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Hammer: More robust quad basis calculation for shatter glass etc
Added a GameTip for players trying to drive a snowmobile on unsupported terrain
Fixed being able to report the same player too often
Save T2 and T3 tech trees to generate input and output data, fixes branch cost display not working on those workbenches
Fix incorrect cost calculation
Change default vehicle hold dismount time to 0.25 (was 0.5)
This is saved so any existing staging players will stay at 0.5
Suspension visual settings (Tomaha)