253,101 Commits over 3,990 Days - 2.64cph!
removed unneeded model prefabs
added speargun worldmodels when dropped
updated texture / construct vmap
Fixed exception in the editor in Pxc_Animation
Added TMP as an embedded package
Replace [action/button/image] tags with xml-style tags
TMP: retire <action> tag
Add TMP test scene
TMP: Added OnGlobalPreRenderText event
TMP: Got <sprite=x> working with our resource system
Rename <image=x> to <sprite=x>
Fixed exception in stages without a GameManager instance
Don't try to precache null resource names
Fixed VR Joystick reporting wrong
Animgraph updates: b_vr now has its own Aim Head + eyes_darts delta is precomputed
Refactored gathering a little. First attempt at fixing "gatherer huddle".
Hammer: Added mesh names to bodygroup selector
Remove resource entities from the flow field when they are depleted
Decreased the time it takes to complete a full day by 20x. Added a movement queue system (Shift + Right Click to enqueue movement). Added additive selection (Shift + Select).
Merge branch 'master' of sbox-rts
updated player speargun anims
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Merge SubmarineSeptember -> Main
New anchovy icon was maybe too small for good UI. A little larger now, similar to sardine.
Made anchovy icon smaller
Duo sub passenger seat don't allow drinking while mounted
Fixed not being able to gesture on the sofa
Remove sockets from rowboat storage
- Allow rear passenger in duo sub to turn all the way around
- Count submarine driving towards the boating stat
Can now use upper body gestures while swimming (full body gestures are still blocked)
Reduce explosion forces on minicopter and scrap transport heli by ~95%. Stop getting knocked around so much by SAM sites.
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Merge Main -> SubmarineSeptember
Initial camper stuff, item setup, some sleeping bag tests
Submarines stop moving a lot faster when the driver dismounts - prevent runaway subs and drowning risk when dismounting by mistake.
Fix possibly redundant safety checks in BaseWeapon.Simulate
Duo sub torpedo hatch now animates. Safer code for the ammo flag.
Hammer: Fix build map window expanding to massive sizes without enforcing a max height
Merge SubmarineSeptember->Main
Modular cars corrupted save fix.
Ignore saved modular vehicle inventory data entirely - base what's loaded on the saved physical entities, meaning it's now impossible for a modular car save to go out of sync even if corrupted.
Hammer: Make build map window less shit
Day Night Cycle Audio
Ambient sounds play during day and night.
1v1 Map Update with more resources and day night sounds.
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Set locales on QDoubleValidator (only for attribute editor to see if it fixes #149)
Added Texture.MipCount
Texture gets desc from GetTextureDesc instead of GetOnDiskTextureDesc
Allow texture store and lookup (really all resources should be doing this)
Made some stuff in rect readonly
Render.SetRenderTarget takes an optional miplevel
Render.SetCombo takes an int instead of a byte (qol)
Attempt to bind everything we need to make CGaussianBloomBlurRenderer in c#
Fixed Collision Size never actually registering on the pathfinder meaning a default value of 100 was always used - use it anyway, but fix it
Fixed material name not appearing in "Warning in .VMT file .. " and "Error in .VMT file: error parsing vector element..." warnings
Hapis south progress/backup.
Fixed various issues with sizing of the world automatically
Fix rotating_door_generic animgraph
Check whether the gamemode is valid first
Updated simple terry and temporarily enable sequence test animations
Fixed some trigger entities not respecting Enabled state
Makes BaseTrigger input methods public
TriggerTeleport OnTriggered output is fired before entity is teleported
update compiled resources again
Added BasePathEntity.DrawPath
Added "reverse" parameter to GetPointBetweenNodes & GetCurveLength methods of BasePathEntity