249,941 Commits over 3,959 Days - 2.63cph!
Fixed ceiling light deploy issues under triangle floors
Fixed "Wall conditional corners show when placed adjacent to a backwards wall and a wall behind (triangle foundation)"
Fixed "Unable to replace furnace under triangle frame"
merge from building_blocks_2020
surface types fix on stone ramp
surface types fix on stone/armored stairs
Lowered blunt protection on cars from 0.75 -> 0.25 to increase damage from bradley shells
Steer 50% faster if shift key is held
Fixed create gibs in scene button not working
Added a 5% size reduction to reduce gibs clipping into each other when generating automatic gibs
Actually speed up steering a little again
Slow down steering speed at higher car velocity
Update gibs to use new life convars
Increase low-speed engine power by a bit and overall engine power by a little
Merge in Continuous Speculative car physics
Switch collision detection mode to Continuous Speculative for cars. Let's eventually look at using Discrete with big blocky world-only colliders, as speculative is far from perfect. But until then this should fix both the slow-motion stops of Continuous and the getting stuck in signposts of Discrete.
Road signs on the test map
Use gibs kill method when destroying rowboat
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
Hooked up gibs on rowboat
Fix vehicles spinning out and sliding strangely:
- Reduced the potential deviation of the centre of mass
- Gave wheels additional sideways friction
- Added AdjustHitForces method to handle any further errant values from PhysX WheelHit results
- Increased minimum vehicle mass, increasing engine power to compensate
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Updated some attack VFX that I missed.
All bullet attack VFX use the nested prefab format.
Manifest.
Added a resource multiplier to TriggerHurtNotChild and increased damage to resources by x3 from cars
This destroys small trees relatively easily but still takes several hits to take down a large tree
ground plants optimization
better wind settings
increased distance tiling for grass splat
Remove the extra keyboard avoider workaround because its very broken on some phones and shrinks the view permanantly
Remove the extra keyboard avoider workaround because its very broken on some phones and shrinks the view permanantly
Applied the visibility tests from https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Enabling_visibility_tests (requests/issues/874)
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Added .vmt to file.Write whitelist
Added Player.GetUseEntity() - shared, returns the entity that would be used if the player would press their +use key, including GM:FindUseEntity results
Selected Server colour tweaks
Fix incorrect touch target location for retry button
Collecting more workrounds for the Expo keyboard issue - phones should work nicely without gaps on any devices with this
Refactored browser popup compatibility check into a function, stick it in a try-catch because the check can throw on Android apparently
Selected Server colour tweaks
retry in singleplayer now acts like "map currentmap.bsp"
forgot to apply some prefab changes on #
51630
load the sound templates in the startup bundle
Fixed Smart alarm clipping through walls
Fixed spiral stairs twig having two material slots instead of one
fixed sheet metal word model
Water well deployable UV fixes
Improve performance of finding values in a column
Fix mistake in string size calc, show correct sizes for strings and arrays