239,298 Commits over 3,837 Days - 2.60cph!
credits powerups
attempt to fix speech bubble size
more credits powerups
more editing credits units
hazard attacks
regrouping camper mat/textures, removing tmp mat/textures
adding front/back parts
Re-organized autospawn monument folders to work for both procmap and custom map monument nodes
Re-worked all custom maps Arid and Snow biome. Grass proportion greatly decreased
Large and Medium size monument inserts spread less far, reducing the plains size around these monuments
Ocean side spreads further away, this fixes underwater rock formations spawning in too little water depths
Thinned out forest topologies to reduce coverage
Swamps and Icelakes added into world_setup_v3
Removed some unused monument node prefabs (icelakes and swamps) as they are spawned using old method
Tweaks to ocean material, namely opacity changes, felt too thin, also increased foam
Stables Monuments dont export biome
Remaining SE splatting & height tweaks
Road tunnel entrance placeholder biome tinting
Check if entity is valid before taking damage using gun
Add ModelEntity.RenderColor
Disable solid collisions on attached thrusters
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Fix water jug filling sounds always playing in first person for nearby players
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Coastline mini monument pass
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Fixed troublesome Z spots in road network
Added biome tinting to road & tunnel network
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Update all signs to allow updating textures from slightly further away (3m -> 5m)
Add error checking to entity.uploadsign to make sure the player is close enough to the sign to edit it (otherwise it'll look like it worked but the server actually ignored the change)
Merge random_opt_2 -> experimental
Experimental Facepunch.Steamworks build that uses SendMessages with pooling instead of SendMessageToConnection
SQLite 3.34.0 for Mac (thanks lewis)
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Stage components now have explicitly defined update orders
Moved managed job from PlayerCollisionSystem to run at end of update
Onion simpleSpokes.bullet2 system
Fixed rotation in ShapeInstanced.shader when using property buffers
Can now have ECS bullet properties that are updated every fixed update
Frame diamondShot4.bullet ECS implementation
Frame diamondShot2.bullet ECS implementation
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Standalone Airwolf compound
Pressing tab in the F1 screen will now switch back and forth between the last 2 used tabs, eg console + items. (unless you're typing in the console)
Add (temp?) post physics callback so forces can be applied to thruster
Converter tool now converts stationary spawn points with look at points to single point AIMovePointPath with look at points, so they can all be handled as paths instead of two separate approaches.
volume_sfx now also affects DSP
Replicated vars via stringtable
better error messages when failing to allocate memory for model anim blocks
Fixed metal shopfront preventing construction placement in certain builds
AI data conversion tool now swaps old peacekeeper spawn prefabs for new ones
Tweaked double jump noclip
ConVar/Cmd cleanup pass
Merge branch 'master' of sbox
New preacekeeper replacement prefab, setup and linked blank AI design.
Manifest.
Spawn thruster ent with tool (left click attached, right click unattached)
Don't attach thrusters to world
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enemy stun attack
zap dontDropShields
credits enemy attack sfx
tweak credits crawlers
edited rest of the crawlers
Better place to call IFrameUpdate
physbeam update
Rotate thruster ghost to hit normal
Fix weapons creating HUD elements for other players :S
Merge branch 'master' of sbox