243,186 Commits over 3,898 Days - 2.60cph!
Counter set to 'Show Passthrough' now displays its passthrough even if nothing is connected downstream. It will also display 0 even if there's no power
radtown basic splats, topologies and blend map painting, terrain anchors
Merged main into electricity_power_fixes/2
radtown whitebox layout, perimeter estimate
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Fix editor gizmos null error
Fix editor gizmos error for cargoship
Check if particle manager is valid before creating query, it doesn't exist when tests are running?
plastic kettle color change
player update. exported/set up python revolver
Leaderboard backup, run #
10784
Create particle query in scene world constructor instead
Add particle query for scene worlds, implement trace line for collisions https://files.facepunch.com/layla/1b0311b1/sbox-dev_tak9xhmnli.mp4
Disabled material import on oilrig moonpool environment volume collider meshes (for some reason this pulls them into the discard bundle in the server build)
AmmoBackpack Texture Update
merge from Military Flamethrower_2024
merge from toolcupboard_retroskin
merge from save248/iceberg_fix
Disable mouse steer on motorbikes since it conflicts with the intentional duck input. Bug fixes
Quick dmg numbers
Change how levels calculated
Clean up
Play the cargo ship horn 60s before departure
Add a 3m radius line of sight check from the start node of the cargo docking path to each ocean patrol path point when determining which patrol path point should be the harbor approach node
If a point has something solid between it at the patrol point the distance is multiplied by 20 - not ruling it out entirely but making any non blocked paths more likely
Air control changes, using duck input now
set default beard and hair tint colour to match
Early pilot flames prefab
Fixed broken inspector vals
Added an extra container to spawn on docking (when possible)
Container cranes will now wait 5-10% of the dock_time convar before they start moving containers
Added an additional 5-10% wait for subsequent cranes, so there's less overlapping movement
Added some fallback logic in case the ship leaves before the containers are loaded, in this case any yet to be delivered containers will be deleted
Harbor 1 path topology take 2
Sprint and air control torque
Cherry pick harbor 1 topology sets
Harbor 1 docking path set topology
atlassed crate materials / models
Refactoring, three-wheeled bikes now also support sprint torque
merge from cargo_dock_loot_respawn
merge from bradley_scientists
many bugfixes and balance
Blocked two windows in harbor_1 with plywood to prevent players from looking inside the new buildings
Scene2prefab
Harbor 1 / Harbor 2 scene2prefab
Slightly moved one lootbarrel to prevent it from clipping with a crane