249,398 Commits over 3,959 Days - 2.62cph!
Include citizen thumbnail in this repo so it should be spawnable on steam version
PhysGun: Unfreeze all bodies in physics group with Reload input
Disable parent triggers on the sub if they go underwater.
underwater lab ambience & reverb zones
Merge FixSubmarineStability->Main. Hopefully this should vastly improve submarine stability and control on real servers.
Add a stabilising vertical force. We are now ultra stable
Mass-based dive/climb is going to need stabilisation still, so go back to buoyancy-based
Improved stabilising, fixed throttle power changing with mass changes (logical... but not desirable for gameplay)
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Skulls caught with the fishing rod now get a random name assigned and will work when inserted into the skull trophy
- Adjust depth via mass instead of buoyancy (experimental)
- Added stabilising rotational torque that tries to keep the sub upright
- Adjusted all buoyancy points and values
Updated Flatgrass
New version of Flatgrass with improved visuals, slightly bigger and a nav mesh.
Blood water fx tweaks.
Only renders underwater.
Fixed crash on setting SpriteChunkData
Submarine headlight flare & volumetric improvements
RHIB now takes anti vehicle damage - no longer tanks 300 torpedoes
Submarine headlight parameter tweaks
Nixed some unused params from profile
Add layer-specific map markers for moon pools
Post profile to use within submarines
Make sure stage bullet archetype jobs are burst compiled
Some final generated keyframe job merging
Disable viewmodel bobbing when noclipping
fishing rod sound tweaks
no sound muffling in submarines until we can do some more involved sound playback & mixer changes
basic pass on torpedoes so they can be used on public Staging servers for feedback
torpedoes can now be purchased from the boat vendor
doorways in underwater labs use the new metallic cargoship door material
Reduced fishing rod crafting ingredients 10 rope to 2
Fishing rod is now a tool instead of a weapon
budgeted update for environment fish, better collision
Metallic variant of the cargoship door
Set up map renderers for underwater labs (stomp these if you need to - they're set by a script)
Added Entity.OnAnimGraphCreated
Merge branch 'master' of sbox
EntPlatform => PlatformEntity class name
Animatable door support using anim graphs
Adds "Animated only" move type to doors
Changes KeyframeEntity to base from AnimEntity
Added 2 generic animgraphs for door animations (prop_door_rotating-like, and prop_dynamic like), ready to be plugged into models with correct sequence names.
Car camera orientates to car on activate
Underwater base material tweaks
Made white panels metallic
Used higher quality masks for rust
Tweaked glossiness, specular and color and blend settings on a bunch of materials to make the scene less noisy and more consistent
Created some custom blend masks
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added ammo flag to duo sub that ought to activate when torpedo ammunition isn't present
Needs to rotate
Added to Interface, between the console and the fuel gauge.
Updated sub prefab
Ship citizen model sources with game
added catfish, catfish skinned with lods and materials