202,079 Commits over 4,171 Days - 2.02cph!
Set the maintenance side tracks to be secondary splines
Moved Work Cart spawns to the new maintenance rooms
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Procedural Map Underwater scene
Reworked lighting in all train tunnel entrance bunker modules to fix wall bleed and other issues
Tweaked platform colliders to make it easier to jump onto them
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
Fixed that underwater_lab_glass would be drawn on top of the underwater shader, effectively making it glow in the dark (this also seems to resolve barely being able to see out of it)
Added additional requested custom map volume and trigger prefabs
added damage masks for both subs and updated detail tiling in their materials
added bulkhead divider, tweaked uvs to accommodate it. tweaked meshes so they fit the curved hull better. added collision meshes, set up basic prefabs
Better implementation of Player.IsUserGroup (Community Contribution)
Added second argument to util.Base64Encode - skipNewLines, defaults to false
Less fog inside underwater labs
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Moon pools for BillBTestMap
Merge Submarine->HDRP_Art_Backport (Aux)
Increase submarine view distance (less fog)
Adjust mount positions for the subs to improve visibility as far as possible
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Added submarine decay, same as boats but with slightly longer times:
- Indoors: No decay.
- Outdoors: 240 minutes (rowboat = 180).
- Deep water: 180 minutes (rowboat = 120).
sub spawning setup at boat vendor
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Initial custom nav support
Bone manipulations do not inflate player/npc render bounds as much
Fixed any bone manipulations breaking entity's render bounds, now render bounds will be only enlarged if a bone is manipulated outside of the original model bounds
merge from submarine ai (no spawns)
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Completely disable CHudHintDisplay and CHudHintKeyDisplay as well, since they are also not used in GMod
gmod_camera's zooming is now tickrate independent (Community Contribution)
DungeonNavMesh now works with multiple instances
fixed accidental fog change while troubleshooting
TTT: Updated language files
Stop the crosshair color going white if the player's FOV is < 90
Completely remove CHudDeathNotice as it does nothing in GMod
Fixed SWEP.AccurateCrosshair not taking into account worldclicker aim and sometimes hitting the player entity itself