249,393 Commits over 3,959 Days - 2.62cph!
Only fire LobbyInvite_t events for current appid
(Ideally the appid should be exposed in the c# callback maybe)
- Bring back ArtificialHeight override for the subs, was getting bouncing again with the new system + less raycasts this way
- If ArtificialHeight is set, now skipping GetBuoyancyWaterInfo
disabled drop to ground on the oil barrel spawns
added some radiation light to UnderwaterLab_Dwelling_600_Corner_A
disabling shadows on some lights that did
More agressive LOD distances on conditionals
Don't add Local Games title
WalkController uses MoveHelper.TryMoveWithStep
Don't try to play empty sound files
Added Entity.OnAnimGraphTag( string tag, enum event )
reset dwelling prefabs transforms
updated kitchen furniture greybox for final art in modules and dwellings
material swapped shelves prefabs to use steel material
updated eye part of texture on fish and added scatter bits to normals
Fixed .vtex and .exr working their way into vpks on buildcubemaps
minor shark material/texture changes
More agressive LOD distances on modules
Disabled shadow casting on pipe greeble set
Added PropertyAttribute.DeclaringType
Make shadows update when they change, fixed color rendering
Add Panel.OnLayout (allows you to override the layout position programatically, affects children also)
Shadow proxy meshes for the underwater labs and prefab setup
Keep popups on screen
Inspector makes checkbox for bools
Inspector has Recursive option
Made text shadow test interactive
Fix mobile issues for Discourse
Surface much more slowly after the five minute timeout
Fix crash when passing a nullptr as a strong pointer to resource (sbox-issues/issues/529)
Don't have subs surface immediately after dismount. Wait five minutes.
Map select local maps shows maps in folders
Fix map list compounding
Merge branch 'master' of sbox-game
Made player corpse ragdolls less buoyant
Rubikon: Null check mesh root node in mesh shape cast sphere
Reduced the deepUnderwater buoyancy raycast to 5m (performance, shouldn't need more)
Rubikon: Check for null shape proxy when building proxy bounds. Could potentially fix access violation in CRnDynamicTree::GetBounds
Fix access violation in CQMaterialEditor::SaveMaterial
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Fixed some depth calculation and tag issues that were preventing sharks from being caught in the open ocean
Position the bobber preview 0.5m above the water for better visibility
Buoyancy returns correct water depth underneath water carving volumes
Fix updating buoyancy on client
Merge moonpool_buoyancy_fix->main
Minor edits to the buoyancy sub depth system
Pass the water surface value from the submarine into an artificial height field on the buoyancy component to solve incorrect buoyancy forces in the moon pool
Fixed bobber not correctly checking for blockages when moving and sometimes moving through solid objects (particularly bad in moon pool)
Increased chance of finding rare fish with higher quality bait
Logout reliability so players don't get stuck spawned in the world when not connected
Sentry error logging for the orleans side of the server
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Stop window film water drops always playing when the player first mounts a sub
Adjust colliders to match Tom's updated pontoons
Only play windscreen water drops when moving