249,469 Commits over 3,959 Days - 2.63cph!
Post Box - LODS for post box
Added `rts_obstacle` an entity that can be placed in Hammer for players to destroy. Added ObstacleEntity, IHudEntity interface and implemented IDamageable. Updated Rocket Launcher to use a model for the projectile and the grenade abilities now use one too. Updated Tooltip to blur the bakground. Made Rocket Launcher fire sound more audible.
Fixed "look rotation viewing vector zero" during underwater labs generation (caused by yesterday's changes)
Made Entity.GetBloodColor shared
Fixed compiled particle files?
Added a different sound for gathering beer from barrels to mining rocks
Various balance changes of times and costs for every item in the game (first pass)
Lab count changes to limit excessive blue puzzle module gen
WIP prefab setups for spawnable cinematic lights
Fix some air level checks that should have stayed as water level
Working on various air/water stuff. Some refactoring
Replace the "Drowning" UI status with a "Low Oxygen" status, so the same warning can be used for low oxygen when not in water (inside a submarine etc). New O2 icon.
Only create reverb processor if there's baked reverb data
Add reverb node to mixgraph vmix
▋▊▅▊▉▅▍▌▅ ▆▍▍▌ ▅▆▅ ▇▊▅▍▌▆ ▉▅▆▇▆▄█ ▇▅ ▆▅▇▊▆▍ █▆▆▆█
▋▅▋▅▊█▄▌, ▌██▇█▄▌▌, ██▅▅▊ ▋▆█▄▄
Add surfaceproperties_steamaudio with a default entry to stop "Bake Reverb" from crashing
Duo sub minor parent trigger base adjustment to start it slightly below the roof level
added bollard_bar and bollard_bar_connector to make bollard fences
Fixed progress bar notch colours
Updated greenlands with model material changes.
Fixed Move particle not working correctly, updated model textures and tool textures.
New performance summary from the Switch
Forked KokkuGames/PostProcessing
Street Bin - added LODS and adjusted full bin variant
Merge branch 'master' of sbox-game
Merge branch 'master' of sbox-game
Fixed default env_cubemap_fog texture
Fix an issue with PathPlatformEntity.DoMove
Added ent_path_platform and path_generic entities
ent_path_platform uses the Path Tool generated path (path_generic) to move between its nodes. Has inputs useful for things like elevators and generic moving platforms based on nodes.
post box - slight tweak to mesh
Post Box - First pass of textured post box
Added monument topology around the long underwater lab tubes (since there can be no legs nearby, which would usually add the topology)
Fixed movement marker color
Added additional TerrainFilter checks to icebergs
Added the Suicide Drone entity implementation and fixed some looping attack sounds
Desert camo netting generic texture set
If underwater lab ends up extremely small (less than 25 segments), retry a couple of different configurations
Underwater lab seeds no longer cross contaminate other underwater lab seeds (more consistent results when things are tweaked)
removed lamp_post_tiling material and textures, rebaked, textured, uv, lodded lamp post and reexported, set up prefabs.
Using KokkuGames/PostProcessing
Using KokkuGames/PostProcessing
Prefab updates to enable the small secondary moonpools
Fixed incorrect GenerateDungeonBase socket alignment calculation which prevented certain sockets from correctly acting as male sockets (didn't affect them as female sockets)
Better secondary moonpool code