249,295 Commits over 3,959 Days - 2.62cph!
Merge the latest underwater content->Torpedoes
Initial support for spawning particles for props "particles_list" (note: doesn't yet support all attachment types and doesn't clean up when entity is deleted)
Torpedo FX & related files.
Added some more primitive meshes for general FX purposes.
skinned up current fish to existing rigs
Unnamed doors don't open each other
fishing bobber model and materials
Fix incorrect available host memory being reported to orleans
Dwellings AI spawn/cover/move and obstacles setup - progress backup
Fixed Saves and Dupes not working
Remvoed debug output from Entity.SetBodyGroups function
Added diagnostics/counting_120.sound
Added "Moving Sound" to ent_door
Added secondary moonpool entrance / exit to underwater labs
Added MaxCountLocal and MaxCountGlobal to DungeonBaseLink (can specify per-lab and per-map limit for certain underwater lab modules)
Adjusted the radius and height of the Nuke again (looks good)
Use half the radius for the width and the full radius for the height
Implement CP#2 support for the Nuke in anticipation of upcoming particle effect changes
Merge branch 'master' of sbox-rts
Improve unstuck behavior on platforms moving upwards
ent_door improvements: sounds, double doors, spawn pos
Added different sound keyvalues
Replaced "Start Open" spawnflag with "Initial Position" 0-100%
Added ability for the rotating door to rotate away from activator
Doors with the same name open together
Scalable Nuke Radius
CP.1 X Axis Controls Radius
CP.2 Z Axis Controls Height
https://files.facepunch.com/louie/1b2611b1/particles_weapons_explosion_nuke_nuke_base.vpcf%202021-07-26%2018-07-24.mp4
Merge branch 'master' of sbox-rts
Some docs for entity functions, Added Entity.FindAllByName
Namespace UI code under Towns.UI
Fix possible exception in DestroyEntityDeferred
Custom dev camera
Dev cam (F2) now supports moving world entities around
Implemented GetAttackPriority and added AttackPriority to each base item definition
Enable editor priviledge for everyone (temporary)
Changed the Grenade class to Projectile and have Nuke extend that. Added placeholder Nuke siren and explosion sounds and implemented them with a flickering red alert light.
Fixed [PanelEvent] methods not getting PanelEvent
[PanelEvent] that returns bool will set Propogation
Create DisplayMode.cs
Add RenderDeviceManager glue
RenderSettings class
Rename DisplayMode to VideoDisplayMode so it doesn't conflict with UI
HtmlNode GetAttributeValue chaged to GetAttribute, added GetAttributeFloat etc
if width/height are 0 or invalid - use desktop settings
If ChangeVideoMode to borderless, use desktop resolution
Don't stomp vsync mode in tools mode
Set parent before PostTemplateApplied
Added Panel.Descendants (gets all children and grandchildren etc)
Added RenderSettings.DisplayModes()
Set defaultres to 0 when borderless
Merge branch 'master' of sbox
Popup BelowStretch
Settings page basics
Added the Nuke ability, an expensive late-game weapon of mass destruction that will eventually require a Launch Pad to fire from. Added Timed Viewers to the fog system. When a Nuke is deployed, everyone can see the area where it lands for a short time to witness its glory.
Added InRangeOfHome event
remove fish idle debug visuals
Added a static variant of the deployed boom box, added to mess hall module
Reduced the audio range from 30->20 to fit more nicely in the module
Removed Unused Particle
Removed unused nuke particle was the original base particle.
Initial Nuke Explosion
Work in progress Nuke explosion.
https://files.facepunch.com/louie/1b2611b1/particles_weapons_explosion_nuke_nuke_fire_tube.vpcf%202021-07-26%2013-22-52.mp4
Multiple bug fixes with normals, spectrum interpolation, etc.
Mark moon pool as fishable
Revert "Trying out ComponentTypeHandleCache<T>"
This reverts commit 2cf252ce8b01cdaad6ac370db9a3899676cb4ce0.
Attempt to ensure BulletArchetype jobs are scheduled in parallel
infirmary initial dressing pass
Dwellings prefabs - deep versions to accomodate walls without fillers
Updated necessary modules
Fix WithScreenMultiSample typo
300x200_04 curved now its own piece, moved 150x200_05 back so it touches the wall, moved the wallvent planes on all applicable pipe meshes to not clip the walls
Fixed ConsoleSystem merge error from
63548.