248,823 Commits over 3,959 Days - 2.62cph!
Revert back to using Event.Frame for the EntityHudAnchor positional update
Fixed UI issues with EntityHudAnchor and now they fade in and out properly when units become visible through fog
Avatars now shown in chat
Animation tweaks
Yoink the camera input and nameplates from sbox-mmo
Added Occupiable interface for items and entities so that units can now occupy both units and buildings (transport vehicles.) Fixed unit line of sight so now units properly fade in exactly on the border edge. Temporarily use a little hack for occupants list until we find a proper fix. Refactored target system for units to have multiple types.
Control panels art source backup
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added bulkhead divided model to submarine greeble, remapped uvs on greeble objects to fit it in, added transparent 3rd material that ill apply to top lods
wip auto creating wake triggers
Re-organizing folders for clarity
Material variants for labs
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Street cabinets extra decal details
AIZ creation/merging fixes, add some padding to AIZ.
Don't connect/disconnect in boom box load
Remove Yaarana radio station
Street cabinet updates to decals and unique texturing on handle
Merge branch 'master' of sbox-game
FIxed Hammer crashing when Path Tool tries to place non existent entities
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Added SetColor input to all modelentities
OnDamaged output for func_physbox and prop_physics
Quick fix for street cabinet texture - further changes coming later
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Added vehicle damage texturing to minicopter
Improved audio stream buffering:
Use a ring buffer for increased performance and smaller memory footprint
Start playing the stream once enough data has downloaded, rather than waiting a static period of time (this was way too long for some connections and way too short for others)
Stop downloading more data if enough has been buffered
Added ShoutcastStreamer.DebugStreams to help diagnose streaming issues
Simplified connected speaker sync system to use the boom box data rather than keeping a copy of the audio stream on each speaker
Scrap heli mats get instancing for damage texturing
Update Towns.Data to not use assets from Unity
Add inventory notifications UI to show items that are obtained
Hook up clientside inventory handling
Add Towns.Data
Upgraded to Unity 2020.3.13f1
Upgrade DOTS packages
Fixes for ECS API changes
Fixed job exceptions after DOTS upgrade
Upgraded NintendoSDKPlugin
Fixes for NintendoSDKPlugin API changes
Upgraded NexPlugin
NexPlugin API changes
Use default world initialization
Fixed standalone editor errors
Fixed corrupted NintendoSDK
Updated Facepunch.ExpressionStrings
Added AOT hint for CoreController
Switch build error fixes
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extra decals on street cabinet
Street cabinet texture adjustment
WIP - Revised street cabinet
Merge branch 'master' of sbox-game
Added ParameterCollection.AllUsedParameterTypes
Align Entity Hud elements properly (centered) with margins. Units can now fire through other units. Renamed Range to Radius in most cases for clarity.
Units will be automatically evicted when a building is destroyed. Buildings can optionally specify an occupant damage scale, if the building is damaged the units inside will take this percent of damage. Units will now periodically check to see if there are better targets to auto attack.
Control panels source update
Added Building Generator system. You can specify whether a building generates resources over time, and whether it needs units occupying the buildings to do so and how many. Multipliers per occupant. Added brewery support to generate Beer per Worker inside over time. Added ResourceHint UI display that shows changes in resources over a position in the world. Re-jigged some technologies to make use of the Research Lab.
Fix transition stalling when changing style every frame
Add ColorHsv
Merge branch 'master' of sbox
Lets do this one right from the start