199,652 Commits over 4,140 Days - 2.01cph!
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boosts icon and text changes
Fixed walking on player heads not working correctly if SetNoCollideWithTeammates() is set to true and the 2 players are in different teams in teamID range 1-4
Avoid console errors when using PrintMessage with weird input
Fixed jumping animations playing on players when landing in multiplayer (Fixed extra GM:DoAnimationEvent calls with PLAYERANIMEVENT_JUMP)
large wooden walkways scene backup
Merge from monument_hierarchy_flatten
Unflattening hierarchies of spawned monument prefabs
fishing_village_a monument files/folders prep work
Added an option to only allow valid items to be added to mixing table inventory (disabled)
Removed composter collider from mixing table
Fixed preventbuilding volume on the incorrect layer
Mixing table bounds and volumes tweaks so it can be placed inside a 1x1
Increase HackableCrate mass from 500kg to 1500kg
wrapping up roof conditionals
Update some error strings
armored passenger module material/texture merge
switched panel with armored module
Add MIDI support for multiple commands separated with ; and toggle commands prefixed with
Don't allow empty commands
Merge from Main->Vehicles
Added support for binding commands to MIDI channels, can use channel 0 to accept any channel (the old behaviour)
Make sure modules have SOME health when initially spawned in
Fixed armoured passenger module not disabling side window colliders when the panel was disabled (health conditional). Added one more vehicle preset.
Only show hostile marker when within 200m of a safe zone
New vehicle presets that use the passenger armoured module
Front sliding windows now functional on the new armoured passenger module.
Added item and icon for the new armoured passenger module. Renamed it from 1module_cockpit_armored_passengers to 1module_passengers_armored. Manifest rebuild.
updated WIP armored passenger
Remove obsolete comment component from vehicle module base
Fix NRE in DisableInternalCollisions when net is null
Do both entity comparisons in HasEntityInParents, as is done elsewhere.
Do the IsOutside() check from the bounds mid point instead of the top, but continue on if the hit collider is part of the entity doing the check. Makes the outside check more reliable.
Reduced ScrapTransportHeli outer bounds to match its actual size, they were massive.
Try to avoid unexplained crash to do with overflowing font cache and display a warning instead (Another "CUtlRBTree overflow" crash)
Get rid of EffectData networking changes as they somehow cause crashes
Player.SetNoCollideWithTeammates( true ) no longer causes players with Team ID 1-4 to not receive melee damage from NPCs