193,093 Commits over 4,049 Days - 1.99cph!
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Fix arctic research base not having S2P label
Optimized generation speed for hill cliffs
Added missing outputs to func_healthcharger in the .fgd
Also remove duplicate ClearAllOutputs from the FGD
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Blue variant + texture tweaks
HL2 map categories are done by name
garrysmod/pull/2091
Improve map NPC name detection further
util.StringToType supports "boolean" and "number" types
Added player_manager.GetPlayerClassTable (Community Contribution)
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Travelling Vendor Revisions -> Main
Phrases rebuild
Adjusted default steering smoothing
Increased max speed of vendor
Added convar to increase max speed - if you go crazy and the vendor can't stay on the road then its your fault
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Added an icon for equip hood radial menu option
edited blunderbus 3p aim anim so the gun is held correctly
viewmodel blunderbus reload anim edited so the shoulder does not clip into view
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Re-mapped weight curves to relaxation values
- also reorganised cloth material SO to make it a bit more readable
some chain material setups
fixed wrong rotation constraint axis being used for one of the limits
basic gizmos on constraints
Added "Emission Fresnel" options to standard specular shader
fixed length modifier and gravity on capes
ghostsheet setup, split bone controllers for better collision control
improved edit-time gizmos so you can see colliders and constraint setups
Changed "Vertex Displacement" toggle default to False in "Particles/Additive HDR" shader
Moved vending machine back to shared
Travelling Vendor Revisions -> Main
Remove infinite stock. Stock will refill every 33% of the vendors total lifetime
split gizmos between configuration and playmode
cloth changes
- filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases
- made sibling constarints a bit stricter
Rewrote spawn event to use thresholds instead
Baseline, added item and entity prefabs
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera