193,194 Commits over 4,049 Days - 1.99cph!
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
█▍▇▋▉ ▅█▊▆ ▉▊▊_▆▅▆█▅_▌▅▍▅▆▄▅▇▌_▍▋▍▆
Hill cliffs progress
Rescaled details on coastal cliffs
Materials tweaks
File cleanup
▌▅▆ ▅▆▉▄▅ ▍██▆▆▉▅▉▌▄ ▄▋▋█▉ ▄▄▍▇▌▅▋▇▆ ▊▇ ▅▉▉▍█
▇▄▊ ▆▅█▍▊ █▇▇█▌▇▍▉▇▉ ▅▄▇ ▅▅▄▅▄ ▅▊▌█▊▄▍▉▋ ▋▅ ▆▇▉▅ ▆▌█▌▇
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.
▊▋▊█▊▉▉▅▍▉ ▉▄▋█▉▉▉▄▌▊ ▋▉▆ ▆▆▋ █▍ ▍▇█▅█▅▇ ▅▍ █▄▋ ▌█▊▆▆ ▍▍▇▊▆ ▉▆▉▇▍▅▉▇ ▅▌ ▄▉▆▉▄▇▉▉▄▇ ▊▄▄▄▋▆▌▍.
▍▇▌▅▇▊▌▅ ▊▄▅ ▅▊▉▆▅▋ ▇▅▄▅▍.
player update. exported sks anim set
Try to fix GitHub screwing us over
Added versions of ghost sheet and dracula cape without burst cloth rig
Added proxy cape models
Merge hlmv crash fixes from CS:GO
Related to high poly models and the debug rendering modes
Remove gmod_xp.exe from the build process
It's time to bury it
Fix? flex bone drivers in-game
Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE
Added a new option to HLMV Flex tab for $boneflexdriver preview
It will move Flex sliders live as the animation plays
Fixed cl_steps having its minimum changed from 32 to 16 and defaulting to 16 on the server, then sending that to the client
set dressing progress backup
static (unusable) version of the car lift
various material tweaks
Setup for all weapon rack types.
Pegs.
set dressing progress backup
manifest update (so residential door displays correctly
Fixed retro toolcupboard NRE introduced by
100365
▌▆▉▋▇ ▅▇▅ █▆▄▍▍▊▇ ▄▇▋ ▌▋▍▊▅▊▋▊▉▊▍▇ ▅▋ ▍▆▋ ▊▄▍▌▇▆ █▄ ▅▇▆▊ ▋▅▉▇ ▄ ▇▄▋▅▄▌ ▄▋▉▋ ▅▅▄▆ ▍▋▍ ▋▄█▌▉██▊▍▇▉▍ ▋▉█▍▄ ▇▍█▉▉▆
blunderbuss worldmodel - fixed issues with collider and outline not working
Set rigidbody drag for the bikes using GetModifiedDrag, so the bike class and CarPhysics don't fight each other
Apply instantforced rule to the one frame of initial client update
Add NonSerialized attribute to spawnPoints
Use an init method for ConvarControllerSpawnPointPopulation. In editor, the ScriptableObject is saving the state of any private vars we use
Added a haveGotSpawnpoints bool to ConvarControllerSpawnPointPopulation. Getting strange behaviour in editor where it thinks 'spawnPoints' is already not null at the start. Serialised?
Imported Apartment Mailbox Textures, Model
Added and Setup Apartment Mailbox Prop Prefab
Setup Apartment Mailbox Material, Colliders and LODs
Force swap seat now works on locked modular cars
vm blunderbus
- now loads correct coloured shells
- turning off casting shadows on slug shell
- viewmodel renderer scripts set up
Also created icon & setup
Sneaking in a minor pedal trike steer angle edit
Fixed cyclist hands disconnecting from handlebars at full turn
adjusted roadside electrical prefab lodding distance - resolves late poping during driving fast
converting rotation constraints to radians when processed
drop tickrate on some cloth assets
contacts are found once at the beginning of the tick and solved alongside distance constraints