201,400 Commits over 4,171 Days - 2.01cph!
Removed DecisionLayers enum, touched all the things
Moved BeforeEditorLayout.AssetMenu to it's own class
added work decals and icons
Loading workshop http icons
removed decals paint folder
removed decal_1_1 tga and replaced with png
Improved Condition/Consideration drawers context awareness for AssetMenu filtering
DecisionMaker fallback decisions cleanup, fixed blackboard buffer being reset incorrectly
xtab mode
Occlusion, Specgloss
Texture size limit from version2
Reset selected element panel
added some special decals and icons
Fixed crosshair and ammo UI
Added spawn volumes to starter island.
building building wip building shelter
Fixed inventory / truck load and save
Fixed CommandTrigger.Assign not correctly assigning command description text to the TooltipElement when applicable
Fixed DebugTools entity selection menu being created continiously, now only happens after button press
Profiler tweaks, BaseEntity.DebugName cache
adjusted the positioning of the mp5 worldmodel and IK holds
tweaked the size of the silencer attachment ( worldmodel )
Weapons now add an effect when carried
shortened the buttstock on the mp5 worldmodel so it doesnt clip into shoudler as much
tweaked the mp5 viewmodel reload anims
tweaked positioning of the muzzlebrake and muzzleboost addons (in 1st person)
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Fixed crafting menu buttons not being updated correctly
Fixed buildings and "None" desire text
Fix mounting of gamemodes/*/content for gamemodes inside GMAs
Automated Linux Build #445
Automated Windows Build #445
Automated Linux DS Build #445
Added more decals
Fixed UI scale issue
Cherry picked remaining water related changelists from main
Fixed bad "none" text in AssetMenu
manhole and powerline basing added
Touched all water related shaders; making sure latest cherries get applied
Get rid of the unnecessary check for whether the user owns Source SDK Base 2006
Automated Linux Build #446