248,649 Commits over 3,928 Days - 2.64cph!

4 Years Ago
- 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.
4 Years Ago
Fixed players mouths not moving when voice chatting
4 Years Ago
Add collision damage and collision particle effect for submarines
4 Years Ago
4 Years Ago
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4 Years Ago
Fix reversed IsSwimming check
4 Years Ago
Fixed pixel particle initial velocity direction Fixed how Pxc_Texture.Encode handles negative colour components Give bullet entities names in the editor
4 Years Ago
Increase flip torque on the kayak since I can't flip it with the value it had
4 Years Ago
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.
4 Years Ago
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4 Years Ago
Added pushing to submarines. Allow pushing in shallow water as long as the player isn't actually swimming
4 Years Ago
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4 Years Ago
Merge Main->Submarine
4 Years Ago
Merge from render_scale
4 Years Ago
Merge from main
4 Years Ago
Cleanup
4 Years Ago
Hooked up dof values
4 Years Ago
DOF effect
4 Years Ago
merge from /treebird
4 Years Ago
merge from /BugFixes
4 Years Ago
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4 Years Ago
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
4 Years Ago
Units will automatically attack enemy units in range unless selected, increased radius of attack trace, and default range of units
4 Years Ago
Sample bat script to mount ref folder as addon in Sbox
4 Years Ago
Update .gitignore
4 Years Ago
Fixed UI selection box scale Trace only hit world Citizen anim fixes Obstacle avoidance (hacky test)
4 Years Ago
Fixed Vector3.AddClamped not working Merge branch 'master' of sbox
4 Years Ago
Updated rotation to target, fixed wishspeed where it would cause walking on the spot, updated selectables to use new tagging system
4 Years Ago
Make lightcookie a string rather than a stringtoken in lightcomponent Remove D3D9 fallbacks in rendersystem
4 Years Ago
More ref
4 Years Ago
TakeCover state runs face target logic even if in error state.
4 Years Ago
New pixel chunk spawn position fix Fixed new pixel chunk particle positions
4 Years Ago
Create WorldEntity Added Trace.WithTag, Trace.WithAllTags, Trace.WithAnyTags, Trace.WithoutTags
4 Years Ago
More Ref
4 Years Ago
Colorable ropes TTT: Fix low-karma autokick evasion (Community Contribution) Bump steam.inf Double networkstring datatable limit
4 Years Ago
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4 Years Ago
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4 Years Ago
ConVar.Replicated Update Use entity tags
4 Years Ago
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
4 Years Ago
distance tweaks
4 Years Ago
TTT: fix low-karma autokick evasion (#1803)
4 Years Ago
Reduced boar run speed, animals give up chase based on distance too.
4 Years Ago
Moved horse chestnut to /trees and deleted the version in props Had to recompile everything as it does not like being moved
4 Years Ago
Can no longer press Alt to unlock the mouse while in debug camera if not in a demo
4 Years Ago
Fix compile error
4 Years Ago
"time before reset" works for prop_door_rotating Keep velocity for trigger_teleport Also adjusted trigger_teleport "Teleport relatively" to not reset Z axis.
4 Years Ago
merge from main
4 Years Ago
Adding more ref
4 Years Ago
Horse chestnut missing mdl vmdl files in wrong folder Removed rogue mdl files from gas cylinder folder
4 Years Ago
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