248,649 Commits over 3,928 Days - 2.64cph!
- Use plane collision instead of world for water bubble FX.
- Removed manual culling for bubbles, instead keeping a plane at the water's surface for collision culling instead.
- Instead of needing world collision to cull the bubbles inside the sub when in the sub is moving reverse, just don't show bubbles FX at all for players who are mounted to the sub.
Fixed players mouths not moving when voice chatting
Add collision damage and collision particle effect for submarines
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Fix reversed IsSwimming check
Fixed pixel particle initial velocity direction
Fixed how Pxc_Texture.Encode handles negative colour components
Give bullet entities names in the editor
Increase flip torque on the kayak since I can't flip it with the value it had
Tidying up push code.
- Added a standard push procedure to BaseVehicle (previously the method was blank), unifying a base push that can be overridden if desired for different vehicle types, but kept if a "standard" push is okay. Handles pushing in any direction and flipping over. Currently used for modular cars and submarines.
- MiniCopter, Kayak, and MotorRowboat keep their custom pushes.
- Moved the rigidbody wake and metabolism subtraction on push to BaseVehicle, since it's the same for all pushes, even the custom ones. Boat and kayak pushes subtracted two calories instead of 3 like the others. Rather than add yet another parameter, standardised them all to 3.
- Moved push validity checks in MotorRowboat and Kayak out of DoPushAction and into CanPushNow.
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Added pushing to submarines. Allow pushing in shallow water as long as the player isn't actually swimming
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Pass true to Return to clear array so it doesn't remember values next time, and properly clean up network tags when clearing them. This fixes tag methods not being called client-side and when you remove a tag from something that only has one tag
Units will automatically attack enemy units in range unless selected, increased radius of attack trace, and default range of units
Sample bat script to mount ref folder as addon in Sbox
Fixed UI selection box scale
Trace only hit world
Citizen anim fixes
Obstacle avoidance (hacky test)
Fixed Vector3.AddClamped not working
Merge branch 'master' of sbox
Updated rotation to target, fixed wishspeed where it would cause walking on the spot, updated selectables to use new tagging system
Make lightcookie a string rather than a stringtoken in lightcomponent
Remove D3D9 fallbacks in rendersystem
TakeCover state runs face target logic even if in error state.
New pixel chunk spawn position fix
Fixed new pixel chunk particle positions
Create WorldEntity
Added Trace.WithTag, Trace.WithAllTags, Trace.WithAnyTags, Trace.WithoutTags
Colorable ropes
TTT: Fix low-karma autokick evasion (Community Contribution)
Bump steam.inf
Double networkstring datatable limit
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ConVar.Replicated Update
Use entity tags
ReplicatedVar is now ConVar.Replicated
Simple StringPool network table
Speed up Panel.HasClass
First iteration of entity tags https://files.facepunch.com/garry/5bb225a0-2903-4273-a642-868884dbd6ce.png
Merge branch 'master' of sbox
TTT: fix low-karma autokick evasion (#1803)
Reduced boar run speed, animals give up chase based on distance too.
Moved horse chestnut to /trees and deleted the version in props
Had to recompile everything as it does not like being moved
Can no longer press Alt to unlock the mouse while in debug camera if not in a demo
"time before reset" works for prop_door_rotating
Keep velocity for trigger_teleport
Also adjusted trigger_teleport "Teleport relatively" to not reset Z axis.
Horse chestnut missing mdl
vmdl files in wrong folder
Removed rogue mdl files from gas cylinder folder
Horse Chestnut tree (still uses complex shader, will have bad performance)
WIP Horse chestnut tree model, dont use this in maps as it will have the same performance issues as the rust foliage models until we have a new shader.
Merge branch 'master' of sbox