239,379 Commits over 3,837 Days - 2.60cph!
Add an example to the readme because theres no other info on how to use this
Fix not being able to see remote/demo kayak paddling animations (includes a new RPC, might require a protocol bump)
fix onion boss loading
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
more ballpit stuff
tentacle pattern difficulty balancing
play a sound when removing a dying plant
updated kayak texture to more closely resemble wooden structure resource - not exact but closer.
updated storagemonitor.deployed prefab to contain new asset
Storage Monitor prefab update
Storage Monitor asset
Inital prefab setup. Models, textures, material and lods.
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Fix null Steam auth ticket showing up as an ArgumentNullException - it'll pass through and get handled appropriately instead
Grid Test comments
Fixed exception logging not showing a message
Compiler handles failed builds of dependancies better
Fixed processor not creating .gen folder
Fixed Sandbox.Generator exceptions
Subtracting
53468 (ProjectilesThroughVehicles) and
53754 (wounded player collider adjustment) since they're causing regressions
merge from monument_boat_shop
Reactive target mechanism scale fix
Ensure clientside Lua on SENTS/SWEPs starts as SOON as the client receives the script name
Added sound.EmitHint( SOUND_ enum, position, volume, duration, owner = NULL )
Added SOUND_ enums for the function above
physcannon_mega_enabled works as expected
Implemented full effects for the mega gravity gun (This requires networking changes to properly work, which will happen closer to the update release)
It should no longer be possible for the Gravity Gun effects to break if using pirated game content or otherwise overwriting gmod files (This also makes the effects look closer to Half-Life 2)
Fixed Gravity Gun launch/punt effects coming from the wrong place in 3rd person for local player
Updated deploy guide for reactive target
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Fixed explosions not respecting the NODLIGHTS flag
Updated reactive target and its icon to have the new electric visuals
Assigned the textures to the material for the RT Mechanism
Rebuild manifest to update roadsign IDs
Fixed a crash with C_BaseCombatWeapon::ShouldDrawUsingViewModel
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Fixed upper body animation overrides not being applied on kayak (fixes animation issues when using non-paddle held items)
Hide road signs beyond 70m away