193,823 Commits over 4,079 Days - 1.98cph!
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potato, potato seed, fertilizer icons
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Vehicle lift client now knows about the occupant. Will allow showing info based on more than just container items in the UI. Protocol++.
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Don't allow moving or removing modules that have stored content + other cleanup
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New EntityFlag_Animator component for controlling animators
Fluid switch handle animation hookup
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cherry pick the workshopDL changes and prop_combine_ball crash fix
Resolve some issues with stuck download prevention for WorkshopDL
No longer need to add foliage meshes to MeshCache
Added CLIP tool textures with custom step sounds to mimic CS:GO
VBSP: Allowed usage of multiple unique clip brushes to enable custom footsteps on them.
Reverted from using NativeArray in places
Disable overview_mode stuff completely, it was used to cheat, and is completely replaceable by Lua
[D11] tracer optimisations
[D11] Testing framerate independent camera movement speeds
[D11][#3631] Adjusted light brightness.
[D11] Reduce clientside tracer fx to reduce raycasts
[D11] Fix for bandit town backface culling
[D11] MattS - fix tree pooling (again)
[D11] More satellite Dish Z fighting fixed
[D11] [UI] Removed "\r" tags from localisation files.
[D11] [UI] Vending machine "Vending..." text localised.
[D11] Updating Shaders to use G channel for AO.
[D11] Fix for barrel Spotlight incorrect rotation
[D11] [UI] Fixed non-localised (hard-coded) string in loading screen.
[D11][UI] Added options for extra menu
[D11][Gameplay][#3715] Crouch toggle/hold fix
[D11] [UI] Updated localisation files. Fixed crafting queue string not translating correctly in single text box.
[D11] + Fix to sections of the RHIB being stripped during pre process
[D11] Rest of the weapon pfx
simplified fluidswitch anims down to 2