249,221 Commits over 3,959 Days - 2.62cph!
- Renamed PoolVehicle to IPoolVehicle.
- Made the submarines an IPoolVehicle.
- Removed the wake on trigger enter, IPoolVehicle already covers it.
- Made BaseBoat an IPoolVehicle as well, and removed it from Kayak (it's a BaseBoat subclass).
Fixed being able to cancel a cast while the successful cast animation is playing, caused some weird animation issues
Detail collider trigger detection caused too many issues. Go back to the old way, and just add a small Vehicle World collider on the sub's client side just for detecting water volume triggers. Subs now float reliably in swimming pools.
If a sub is sitting in an empty swimming pool and somebody starts to fill it, wake up the rigidbody so that it'll hopefully start to float
Let the vehicle detailed physics layer interact with triggers, so it can detect water volumes
Use Vehicle Detailed instead of Vehicle World in the swimming pool and paddling pool layer masks for the water volumes. Fixes submarines returning different water level results between client and server when used in a pool.
Fix tire calculation working incorrectly, was increasing difficulty incorrectly
Centered the icons and text in tooltips properly. Added the Adrenaline ability for Assault units usable after learning Syringes, this gives the Boost Status to the unit for 15 seconds making it move 40% faster
Ambient underwater herring (needs underwater masking in the shader)
Enforce distance checks so the fish doesn't swim too far away while being caught
Fixed an issue where movement wasn't properly cancelled while fishing
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added vertex swim shader materials and updated herring mesh, added fish movemask
Animator state changes
Item renames
Adjusted colliders on the duo sub to match the updated model with higher roof
Made TriggerHurt an IServerComponent like the other hurt trigger types, since it's only used on the server side
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Updated Facepunch.ExpressionStrings
Make sure pooled pixel particles are cleared properly
Don't keep applying parent pattern deltas to ECS bullets after removal
Updated package manifest
Added nav node and clean up to Basic template.
Updated to have nav node and cleaned up the entities by removing old properties.
Fixed light offset fuckery in 2 and 3-way moonpools
Don't serialize lastDealtDamageTime
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Cleaned out the old fog fakery
Fixed unwanted haze inside underwater bases
Added proper effects for the Heal Ability and added the Healing Status
Underwater lab glass with fake fog parameters.
Slightly less base water wobble again.
Properly support !self in map IO, Hammer included
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Added "Standard Refraction With Fog" shader that works exactly like "Standard Refraction" but adds additional fog to anything that is visible through the transparent object
Toned down base water wiggle a bit.
Unit Buff Particles
Use Axis X to scale the radius
Use Axis Z (1) to enable the icons and electric effect.
https://files.facepunch.com/louie/1b2211b1/particles_unit_status_boost_boost_unit.vpcf%202021-07-22%2015-56-09.mp4
Added pathfinding for valid boat path to fishing villages when considering spawn positions
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
Rubikon: Setting body scale also scales attached joints instead of PhysAggregate handling it
Fix incorrect rope anchors, only rope particle points need scaling
Serialized status data experiments
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
Merge branch 'serialized-statuses'
Added support to PlaceMonuments to check a valid path to the open ocean when choosing a spawn position (through adding TerrainPathConnect to the relevant monument)
Change BaseStatusData to StatusData as it isn't abstract and can actually be used
Add [Predicted] to AimDir and ShotPower
Serialized status data experiments
Pass current map and current game to the menu
Fixed find game trying to join every game it found
Make active game screen acceptable
Merge branch 'master' of sbox-game
Attach ropes to scaled objects properly