239,543 Commits over 3,837 Days - 2.60cph!
Calculate velocity on client for audio sfx
Move out of water check to shared space
increased minicopter decay time outdoors to 8 hours, inside to 36 hours
NPCAutoTurrets no longer shoot shopkeepers or conversation providers
Watergun flamethrower style jet test
eject rewards
rename shieldZone to purge
petrify effect sfx
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
enraged fuse enemy retarget when target dead
First pass at having each player have their own post processing
Redux post process method call fixup
Made Entity.Use's last 3 arguments optional, they default to:
2nd argument defaults to value of 1st argument
3rd defaults to USE_ON (matches player's +use)
4th defaults to 0 (Matches player's +use)
Fixed console deduplicating empty strings
Fixed default secondary ammo HUD not updating its visibility when secondary ammo type changes
Fixed combine soldiers only shooting 1 bullet per burst with SWEPs
Fixed combine soldiers not using weapon rest times at all (only uses SWEP rest times now)
Made all pine saplings harvestable
Removed saplings that spawn as bushes
Subtracting
51815 (ConditionalModelFallback) since it didn't work out and we now have a better solution
Rewriting everything so it sucks less
Updated to net 5.0.0-preview.6.20305.6
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Only re-init cameras if switching between single and splitscreen
Fixed Switch editor error
Fixed camera position sometimes suddenly snapping when one player dies
Facepunch.WebCon -> Sandbox.RCon
move sandbox.source.client into sandbox.source.engine
Route client commands from engine
Facepunch.Console -> Sandbox.ConVar
Run managed console commands from native
Delete Facepunch.Input (unused)
Alternative pump style test
CQF using ILOD + LODGrid to manage culling.
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tweak pool caustic and layers
Source files:
PTZ camera
audio equipment - boombox/megaphone/phone/tape player/tape recorder
SLChair
attack heli
workcart
zrf kiosk
fireworks
Fix BasePlayer movement references on the server in TriggerPlayerForce and TriggerMount. Moved BasePlayer vars that aren't used on the server at all into BasePlayer-Client, so this mistake is now prevented from being made again.
Bandit town now has a larger prevent building and safezone
WIP support for doors detecting blockages while opening
Save changed speech connections
Better layout for long dialogue text
Added decay to pools and watercraft
Update TriggerMount to retry in more situations
Merge the latest modular car fixes -> Main
Add LockType using statement as well
Move method to server only
More rigorous mount check for ModularCar. Things like TriggerMount which call AttemptMount directly will no longer be able to bypass mount eligibility in cars.
Refactored TriggerPlayerForce to be server-side only like TriggerForce, retaining support for pushing NPCs as well by added ApplyInheritedVelocity overrides to NPCPlayer and BaseNpc.
Ignore TriggerMount if noclipping
Exclude NPCs from TriggerMount
Added enum type and set beach chair to new sitting pose
Only block input while holding an item on a tube, don't block other logic (tracking distance travelled)
Tweak effects for tube, mostly shifting animation event timings and changing splash position
Removed unused diagonal animations from player animator
Alternative watergun jet implementation test
Increase tree impact damage multiplier from cars (3->5)