248,649 Commits over 3,928 Days - 2.64cph!
Adjust use_other_wounded viewmodel animation event position and overall speed so that the event fires right at 5.25s
updated vm healing player wounded and updated speed playback of anim in animator
CraggyIsland back to
60777
Updated disco & soundlight prefabs
New discoball cubemap with better dynamic range for the dots
updated override controller to play correct anim when healing wounded players
backwards compatible version of the Set/GetColor changes
Change PhysicsBuilder to a class
updated vm anim for healing wounded players
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Meshes and physics meshes use signed indices because they're better to work with
Fixed unit targets being cleared when they are no longer selected
Very much improved the camera control / system
Fix flashlight world light being enabled before it's active
Only show fog when active / in a game and you're not a spectator. Changed camera angles to isometric-ish and have a wider view angle and predicted zoom level.
Merge branch 'master' of sbox-rts
Map Updates
1st Pass of resources
Minor art
Merge branch 'master' of sbox-rts
added basic tower patrol path
wip trainyard AI setup (as prefab). Trainyard test scene.
Added * operator for BBox to scale but on the right branch this time
Cache the item getter for entities. Added a starting position and LoS for the seen history for each player. Added visible bounds entity and more thorough bounds checking against world.
Added * operator support for BBox to scale it
duplicator library now properly copies Lua-set color and material override, not just the Sandbox tool ones - Fixes some entities having improper color/material in dupe preview, such as the Fog/Sky/Sun editors
Updated with citizen animation name changes + try setting the Owner of item entities so Local works
Let's try an Entity.Set/GetColor change - Make C++ return/take 4 numbers, and make a Lua override that takes/returns color objects instead - should be ~2x faster and GetColor now returns the proper color object
Add Mesh.Bounds setter (bbox)
Remove all other shitty ways of creating models. Creating models is now done through Mesh and ModelBuilder
Added crash/infinite loop safeguards to Entity.SetMoveParent: Unlink self from previous parent, do not allow to parent to yourself, check for cyclic parents
Check best msaa mode when creating textures with msaa
Setup spawners so they work with puzzle reset
Apply stack overflow protection to util.TableToJSON
Can click exception warning to hide it
Mouse back/forward buttons can't click things
PreviouslyCreatedGame on home
Fix hotloading using older panel in PanelEvents
QuickPlay works
Ignore scores to submit in queue that are from a different game version
Fixed queued score submissions not submitting on game start
more area checks - boombox
Fixed mismatched groundwatch and deploy layers
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Stylesheets adhere to css specificity rules
Call Remove on current stage when game quits / exits play mode
Fixed BulletQuery resources not getting disposed