250,267 Commits over 3,959 Days - 2.63cph!
merge from vending_full_discount_fix
merge from hood_and_cuffs/no_restrained_wounded_prolong
merge from electric_heater_fix
merge from door_explosive_fix
Code cleanup 1 ~
Remove unused RPC method in vending machine map marker
Remove unused boolean local update experiment in vending machine map marker
Free current path list used in vendor path install
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some set dressing improvements, removed some doors, rotated some doors to improve flow in level
various prefab/materials tweaks
Increase frequency of building check
Make the electric heater growable heat source apply heat based on an animation curve rather than a linear falloff
Curve is weighted to only start dropping heat once the growable or planter is more than 70% of the radius away
find has assettype: filter
Fix user tags not working !
If a vending price multiplier is 0 for any reason, treat it as full price and don't show any multiplier changes
tree
chipmunk
dancer, fix some setgridpos stuff
shake event, wine
Fixed AnimatedBuildingBlock never setting isAnimating to false when first initialising, fixes attached IO lines never sleeping
Better fix to retain IO line improvements - pass init into OnAnimationStarted
merge from door_explosive_fix
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Travelling vendor will now trigger the safe zone warning UI in the top right of the screen if a player is within 200m
Fixed sidecar bikes not getting pushed back when hitting animals/players
Fixed cyclist hands disconnecting from handlebars at full turn
Increased bike hurt trigger min speed from 1m/s to 4m/s. Decreased base unmultiplied damage/s from 6 to 4
Remove unused convar refs
Better fix for NPCVendingMachine NRE, will fix sell orders added via mods not getting dynamic pricing applied
Extended main bike box collider - prevent bike and sidecar ending up on opposite sides of a thin wall
Update sprite_2d vmat initial variables
Attempt at grid shader
Spritesheet Importer Window UI
https://files.facepunch.com/CarsonKompon/2024/July/04_18-39-ImperturbableCorydorascatfish.mp4
All first-person weapons: implemented b_deploy_skip on remaining graphs, disabled Auto Reset on that parameter
Fix NPCVendingMachine.GetDiscountForSlot out of range exception
v_m4a1: added "bayonet" bodygroup
Disable launcher maximize button
LineEdit for creating new actions instead of having to edit the action afterwards
https://files.facepunch.com/tony/1b0411b1/sbox-dev_duZ3bhoZdb.png
merge from monitor_looping_gesture_fix
merge from roadside_electrical_lodding
Potential fix for potential unlock UI bug.
merge from hood_and_cuffs/IsMapBlockedByHood_nre_fix
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When adding an input action, add it to the final group, not "Other", less annoying
Hill cliffs progress
Rescaled details on coastal cliffs
Materials tweaks
File cleanup
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Detangle all this from Cubemapper, make it able to render inline rather than on a render block
Redo update strategies from envmapprobe, much simpler, works everywhere now
MapInterface.IsMapBlockedByHood sentry NRE probable fix
merge from retroTC_NRE_fix
Fix player angles serverside while in vehicle not matching client
Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence.
Fix Depth::GetWorldPosition dividing by zero on skyboxes, pass epsilon to it
use Depth::GetWorldPosition on Motion Blur, fix darkening/overbrightening of it based on sample count
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