248,619 Commits over 3,928 Days - 2.64cph!
Added support for setting tag conditions on Trace.Sweep
Revert 72215790bf2dcddfe697e98e9588a0721679b527
Revert "Replace obsolete property"
This reverts commit fcd242d5e9bbf27370a73d9ee98ba544af6d052b.
Started adding Simple Terry
Automatically set the texture resolution based on map size to keep it uniform. This will be antialiased eventually.
Merge from voiceprops/dlc
Get rid of "assigned but never used" warning on CLIENT
Set a larger default fog size if no flowfield_ground entities are present
Default pathfinder grid size is larger if no flowfield_ground entities are present
Remove fog_bounds and automatically determine the size from flowfield_ground where possible
Fixed cargo ship often having no valid dismount point for the ship's microphone while it was moving. Keep the player parented to the ship while mounted, letting dismount attempts happen in local ship space.
Subtract
62752, will potentially cause issues at high client latency.
Default to rust radio on new boom boxes (held and deployed)
Replace obsolete property
Force accept the first dismount point on the cargo ship pa
Fixed connected speakers not working with internet radio (regression from yesterday)
Alternative callbacks method for review
Fixed building placement on the grid. Fixed unit spawning around buildings to support new navigation.
Fixed mobile phones sometimes appearing in the directory twice
Can now set mobile phone to silent
Consolidated some interaction checks
Don't allow interacting with other entities while using the mobile phone
FGD: Added better support for default Property values and support enum
Can no longer open map, use chat or gesture while using a mobile phone (these didn't really work anyway)
Added ModelEntity.SetSolidType and added support for setting tag conditions on Trace.Sweep, updated CollisionPos/Rot to CollisionPosition/Rotation for consistency and added Obsolete marker.
Merge branch 'master' of github.com:Facepunch/sbox
Wounded system changes:
- The player is only incapacitated when looted, falling, or in deep water
- Crawling: The player goes straight to dead state and ragdoll when 0 HP, no more going into incapacitated.
Replaced chippy builtin radio with compressed files
Manifest, removed meta file
Manually lazy init the skin approval list (no more static constructor)
Catch and log exceptions when building the approval list
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WIP concrete barrier
No LODS yet and final setup
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Tidied up a bunch of stuff and added a flowfield_ground Hammer entity. The flow field pathfinding will use these to determine what the ground is and automatically set height maps and grid bounds.
More performance optimizations for flow fields
Oops I left the tests in
Merge branch 'master' of sbox-game
Added suit trousers
Added smart shoes
some missed compiled mats
Merge branch 'master' of sbox-game