141,929 Commits over 4,383 Days - 1.35cph!
Fix empty tooltip for prototype cost. Set it to something useful while I'm at it.
merge from fix_forceaddtoteam
Fix another edge case with forceaddtoteam causing errors
Merge from viewmodel_early_disable_fix
3p mace deploy anim edited to match viewmodel
Swapped out cannon gibs for mortar
added MLRS bare (modding)
Picking up mortar gives back mortar.item instead of cannon.item
Fixed an issue with toggling shadow caching that would cause lights to attempt to use shadow caching when they weren't in the active lights list
fix for l shaped sofa not culling
Wood shutters lods and prefab setup
Fixed LODs on female bone armour
updated furniture in apartment prefabs - we're missing more kitchen cabinetry and cookers/sinks at the minute
Fixed player heads not appearing on small hunting trophy
Create a crude oil producer prefab, deposits oil into a LiquidContainer
Added support to modular car fuel module to carry crude
Crude oil will be pushed from the producer into the tanker via fluid IO
Fixes
FIxed car tyres throwing an NRE if they are spawned as part of a scene
Add option for Water Catchers to skip the sky physics check
Create a new static water catcher with a custom production rate that doesn't require sky visibility
Move water catcher collection updates out of Invokes and into a work queue (they are only every 60s but Invokes won't scale once we add a lot more around the map)
Fix pooling error where LODComponent was calling Refresh() before the GameObject was enabled & parenting was finished causing it to pull a LOD cell at 0,0,0 instead of the LOD cell at it's world position
- fixes codelocks attached to chests being invisible when pausing dynamic occlusion is enabled (because it would only refresh it's LOD cell when it was considered dynamic)
Added ability to reorder existing sell orders by clicking and dragging it up/down
- More animations
- More tooltips
- FIxed spacing on existing sell order components
- Boxes are integer only where needed
- Spotlight
- Fixed search bar styling issues
- More minor polish (some anims)
Merge shaderlib fix from x86-64
* We will need this change here eventually anyway
Block setinfo concommand
Try to prevent infinite loops in model animation code
Apply "boing" jigglebone fix from TF2 SDK PRs
* Fixes some models becoming invisible due to jigglebones
* ValveSoftware/source-sdk-2013/pull/1721
Fix crash with dropship at entity limit w/ strider container
Apartment complex b LODs/baked LOds/prefab setup and colliders
Fixed players being able to access TC through the vending machine
merge from main -> fix_dynamic_occlusion_pausing
merge from fix_hover_loot_attachments -> main
merge from fix_privaddfriend_vis
add usedistance range check
Fix hover looting multiple attachments inside a gun only moving the first one because it was toggling all item info panels which cancelled the other pending loot actions
merge from workshop_emission_intensity
Add ColourEx method for getting HDR intensity of a colour.
Fix Workshop resetting HDR intensity, add back HDR after colour picker(s)
merge from fix_cui_drabble_nre -> main
Merge PR #83 to fix draggable UI causing NRE on panels that can be disabled
updated mortar animation idle pose
merge from fix_forceaddtoteam -> main
Fix forceaddtoteam not working if you weren't already in a team and not working if the target was already in a team
WIP on supporting emission intensity in workshop, fix emission toggle in workshop with intensity not 0
merge from fix_itemcontainer_take_leak -> main
Industrial Large Furnace - updated model, textures
Updated manifest and localization