248,557 Commits over 3,928 Days - 2.64cph!
tall gas cylinder lod normal fix
Fixed the lod normals by transferring the normal data from lod0 on to them. Also added top and bottom unique gibs
Merge branch 'master' of sbox
Full rewrite of monument prefab prioritization when determining their spawn locations and which monuments not to spawn if there isn't enough space for all of them
Build script throw properly on compile error
Rebuild SFM every build too
Don't show suicide menu option when in a demo (doesn't do anything)
Show "Quit Demo" in it's place while playing a demo
Manage suicide button from the MainMenuSystem component instead of it's own component
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Fixed despawn animation regression in ECS bullets
Bullet jobs now check if bullets are despawning
Pxc_Texture size optimizations
Some possible Pxc_Texture performance fixes for Switch
Started working on a rule voting system ( WIP, looks ugly )
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Fixed RenderPrimitiveSphere rendering dodgy mesh in shadow pass somehow
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When particle bubbles reach the water's surface, have the float on the surface of the water instead of continuing to rise into the air
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Cleanup, fx edit, particle start/stop bugfix, disable Compound by default on my test map
Show black ball in top when player is on the black, only play FF sound once per game because it is repetitive, hitting another ball after black won't foul if you're on the black
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You don't get a 2nd shot if you foul first
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Added an experimenting fast forward system to stop it taking so long for a turn to end - this might be annoying
Fix NRE in Resource.Register
In game console shows stack traces https://files.facepunch.com/garry/6ede45b1-2eae-41e6-b04b-d98a09e64d5b.jpg
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Added BlurOptimized effect
Fixed more crash issue with npc_barnacle when its tongue entity gets deleted
Include the white ball when determining gasp
Some refactoring, added some sound effects, made the game speed up 3 seconds after taking a shot, added ticking clock sound for turn, and in some occasions the camera will zoom and the crowd will GASP if a ball might go in after a while
Polished run updates (E/NE, W/NW)
effects scene backup & related new files
fixed gauge needle AO shadow being baked onto the dial face
added instrument panel emissive texture
other minor sub texture tweaks
Display a message when Steam is not running, don't crash
Fixed no world physics after buildcubemaps
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Remove spammy debug messages
Fix crossbow zoom
Use new attributes
Camera, default viewmode fov to match main camera
Add [Event.Tick]
Add [Event.Frame]
Added [Event.Hotload]
Added [Event.BuildInput]
Use new attributes internally
Keep last camera on death
Merge pull request #14 from ogniK5377/keep-cam
Keep last camera on death
Everything goes red if you might hit the wrong ball