199,462 Commits over 4,140 Days - 2.01cph!
Demo button shows up if you have the demo folder with demos in it
Fixed string parsing error when opening skins worth more than 1000 pounds in the inventory
Fixed skin viewer not resetting materials correctly with old skins
Fixed general store description in inventory screen, we now pulled the translated one instead of steam's one
Fixed a bug that would cause certain filters to turn themselves off if you hovered the mouse inside and then outside of the button regions
Redo all of the tooltips for each of the filters
Update Server Entry tags to use the new tooltips
Remove transition from session page
Standardise play mode filtering tooltips
Change shadow update group init order
Fixed legacy furnace skin viewer issues
update base stor eprefab, improve tags design
Working in the new haze falloff feature WIP.
Walkway progress / scaffolding stairs
Demos & play using same search styles
Wrap friends list updates in FlexScopedUpdate to try and fix flickering
Merge Decals & Metrocop texture changes/fixes
TrueShadow optimisations: removed per instance LateUpdate calls, added manager with group based updates
Assigned all shadows to mainmenu group, skipped when menu is closed
Shadows aren't updated when invisible too
Implemented support for instances in motion and other fixes
Fixed a regressive Lua error with Player:AddCount (Community Contrib)
Undo changes to Func_MoveLinear.SetSpeed again
Mount CSS/Episodic VPKs in tools
Make Linux happy
Merge the compile error fix from x86-64
Remove code to pack monument scenes bundle (unused)
Fix branch specific compile error on Linux/MacOS (Hopefully)
Enable Jalopy idle_running animation without hl2_episodic convar
This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED
Fixed a regressive Lua error with Player:AddCount (Community Contrib)
Minor cleanup
Prevent certain code making shotguns emit a damage event for each pellet
The "TraceAttackToTriggers" system for bullets would cause the shot entity to have a separate damage event for each pellet for a shutgun shot.
Update FGD - light properties descriptions
Prevent silly values in fog_controller
Undo changes to Func_MoveLinear.SetSpeed again
Mount CSS/Episodic VPKs in tools
Make Linux happy
Fixed weird white spots on Metrocop playermodel gloves
Updated/Fixed decal textures & materials from main
Merge from trimmed_asset_warmup/scene_warmup
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compass viewmodel - removed ironsights script and elements from prefab
Handle hardcoded, wildcard-like asset references if they're using string interpolation (lootpanels, etc)
Remove explicit inclusion of Assets/bundled/Prefabs/ui
Apply some filtering to decide what hardcoded references go into the bootstrap asset scene vs. others (cargoship etc don't need to be loaded for the menu)
compass viewmodel - reduced lowered position when running, also reduced bob/offset for added visibility
Swap ClothingMovementProperties for heavy chest and legs (misassigned refs)
added textures and updated material for pilot hazmat backpack
Prevent silly values in fog_controller
Undo changes to Func_MoveLinear.SetSpeed again
Fixed weird white spots on Metrocop playermodel gloves
Mount CSS/Episodic VPKs in tools
add per-biome, per-weather fog start distance ramps