249,019 Commits over 3,959 Days - 2.62cph!
Organised Flamethrower Particle
Moved flamethrower particle into own folder
Added Electric bolt particle
Electric bolt particle
Added Ice Blast particle
Ice Blast Particle
Oops, actually make it calculate the bounds
Added Hammer.Path
Merge branch 'master' of sbox
Added BasePathEntity
Entities derived from BasePathEntity will appear in the Path Tool in Hammer. BasePathEntity parses the nodes from Hammer into a ready to use format, as well as provides a few helper functions to get the curves as they appear in Hammer.
Shark prefab/id fix after moving it
Mesh.CreateBuffers can optionally calculate bounds for you
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Allow VertexBuffer.AddCube to set a color
Some more tidyup / comments etc.
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
Split up. added comments, tidied up WaterSystem class
Make SceneObject.All a read only list
Done properly and remove old attempt at wrapping IParticleCollection
Blockout bench
Merge branch 'master' of sbox-game
Panel derives from PropertyClass
Fixed NRE in Property.SetValue
Merge branch 'master' of sbox
CheckBox can have a label
Button can have an activevalue
TextEntry can have an icon
GameList has non-functional options
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Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Added [InspectorProvider], cleaning color property
Add [Property] to some of the panel properties
Added LibraryMethodAttribute
Fix exception in Color.TryParse
Let's try more null checking in C_ServerRagdoll::TestCollision
Apply AI sleep/wake fix for dynamic wake triggers shelved changeset
Apply spawning shelved changeset
Save memory on DungeonBaseLink by only filling volume and socket lists on the prefabs and the start pieces (replacing previous temp solution with a different temp solution)
Fixed NRE spam in edit mode after running the scene
Shore wetness is actually only present on shore, not deep underwater
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EnvironmentVolumePropertiesCollection contains ocean / underwater overrides for directional light intensity, ambient light intensity and reflection probe intensity (can be customized on "Environment Collection" asset)
Fixed Potatoes and berries plants flagging the player as hostile when hit
Street cabinet small and medium versions
Fixed Rotation on Tunnel Model
Rotation on Tunnel Model
Implemented temporary tunnel model
Added temp tunnel model
Temp tunnel model
Merge branch 'master' of sbox-rts
Increase SMG fire rate and half damage
Update the hold type of the SMG
Attempt to map the citizen clothing models to a static class for intellisense and update units to use some clothes for now
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Fixed the Entity Hud not showing for buildings
Can left click on an occupied io slot to "solo" that connection and only show the animated guide lines on that wire
Once solo'd you can move around freely, left click to cancel the effect and highlight all connections as normal
Only works while in TC auth
Added a Tunnel building. It has an ability that can connect itself to another Tunnel building, and units that occupy one will vacate the other. Adding the Infrastructure technology and restructured the tech tree.