249,428 Commits over 3,959 Days - 2.63cph!
Discourage players living on a diet of worms and grubs
moved 150x200_05_90bend away from wall a little
Fishing vendor exchange sell order tweaks and NPC
S2P Fishing village
Continuing to add new sounds to bring the game to life a little
Toned down the overwhelming barrage of water droplets hitting the submarine windshields
Force sprite atlases to be unloaded when changing stage
Switch performance summary
Moved about normal crate spawns in crew quarters
Adjusted flare on cabinets (removed)
Replaced pipe materials on all greeble prefabs
Rotating PlatformEntity types
Merge branch 'master' of sbox-game
Allow instanced drawing in the default vertex format
Remove Transform.Pos, Transform.Rot (they've been obsolete for a while)
Make panel rendering thread safe
Add RootPanel.RenderedManually
CustomSceneObject rendering is instanced (breaking change, drawing is now in object space)
Update renderingmanager.def
Fix FullConnect "handle this address" crash
Render.Layer is a property
Add PanelSceneObject (wip)
ui shader refactor
Merge branch 'master' of sbox-game
Fixed crew quarters first room blocking the way
Fixed some crew cabinets sticking out
Cherrypicking this morning's changes from main
Change default prop explosion particle to new one
Implement door_sounds modeldata to ent_door, so models can specify their own sounds (Hammer KVs take precedence)
Fixed surface explosion pinkishness from material not being assigned.
Running "Asset Cleanup" on sbox-rts
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Added metallic greeble texture variants
Polished the pipes textures
Loot pass on T2 / 3 puzzles
Added dynamic expression to bubble material
New Explosive Barrel Particle
New explosion particle plus scorch decals.
(particles/explosion/barrel_explosion/explosion_barrel.vpcf)
https://files.facepunch.com/louie/1b0211b1/s%26box%202021-08-02%2016-20-26.mp4
Merge branch 'master' of sbox-game
Fix applying decals on world from server side
Add sharedassets to .addon so assets are sent to clients
Remove [Library] from Game class, not required anymore
Remove reference to GenerateProjects in readme, just run the game
Merge pull request #6 from handsomematt/master
Fix clients not recieving assets, remove obsolete stuff
Added Dissolving status stub. Added Plasma Bomb Ability with Dark Energy requirement for the Grenadier.
Remove red card spawn from module_1200x1200
Vehicles are weak to Blast damage (they have a negative Explosive Resistance)
Fixed fishing nre when rapidly equipping/unequipping
Added "OtherDoorsToOpen" option to DoorEntity
Renamed "Use" spawnflag to "UseOpens" so its more self explanatory.
Fixed two lab module edge cases:
- labs modules spawning inside eachother
- moonpool obstructed by modules spawning underneath
Tweaked train platform colliders to make it easier to jump onto the platforms while standing on the tracks
Disallow include()ing non .lua files
include errors now have a stack trace and appear in Problems menu
Added Sniper/RPG attacks to VMDL & animgraph, + culled IK bones to optimize
Attack animations for Sniper & RPG
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Underwater lab MaxCountIdentifier setup
fixed gear clutter decor lod popping too close
higher seating pos on toilet
Potential fix for a creash with C_OP_RenderRope particle render operation
Attempt at fixing z-flickering in bypass tunnels
Reenable steamworks.DownloadUGC's callback File argument with some under the hood changes
Making an underwater labs .public and .security door prefab as entities don't seem to keep the value changes made on placed prefabs and default to their saved values when using the same door for both purposes in puzzles.
Updated all modules to display the right door accordingly
Manifest
Fixed fishing villages sometimes spawning inside harbors
Fixed fishing villages still sometimes spawning in the arctic biome
Added an additional vendor to fishing village
Updated menu background videos
Fix crash on shutdown
Merge branch 'master' of sbox