193,473 Commits over 4,079 Days - 1.98cph!
added effects to effects folder (taken from SAR for now)
player update. exported/set up mp5 anim set
Red & Green Industrial Light source item
Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles
Added `ENT.PhysicsSounds` for `anim` type SENTs
If set to true, re-enables physics impact sounds for the entity
Spawnmenu one click addon spawnlist generator
https://files.facepunch.com/rubat/1b1211b1/CPZbdPPd9F.png
Fixed IMaterial:GetKeyValues sometimes returning nothing on srcds
Material() now precaches the material, but only if it is not already precached.
Ship shader DLLs with srcds
Apparently they are necessary for materials to load correctly on dedicated servers
Fixed a crash to do with static props when they change models
I.e. when a static prop goes from error.mdl to a more complex one.
Fixed Memory Cell side inputs triggerable by 0 power circuits
fully greyboxed radhouse large and radtown shed
first pass terrain sculpting and splat painting
added some trees to measure effect
merge from wr_dead_area_fix
merge from io_entity_snapping/fixes/2
merge from tc_reskin_shotguntrap
merge from military_flamethrower_worldmodel_scale_fix
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merge from fix_photo_in_backpack
merge from fix_industrial_prioritize_empty_slot
Increased the number of weapon sound effects warmed up, as they were also contributing to stuttering during gunfights
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merge from fix_floor_debris
Increase animal ground pos distance check range
Enabled snapping on all neon signs
Slightly reduced the bounds of the large versions to make sure they can be aligned without any gaps
merge from electricity_power_fixes/2
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merge from ping_estimate_cleanup
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merge from vis_entities_duplicates
merge from cargo_junkpile_fix
cherrypicking wr_minigun_reload_fix
Fixed Sound Light guide mesh position mismatch
Enabled snapping on CCTV cameras
player update. bolt rifle anim set edits and holster position edited
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Latest changes to scene and materials
fully greyboxed storage warehouse and storage building large
Add debris spawn points to floor prefabs (triangle, square, floor frames)
Support spawning multiple debris objects for floors (one on each side)
Possibly fixed editor based player inventory loadouts not getting included in builds (now derives from BaseScriptableObject which should get picked up in our asset bundle builds)
Switch using GetConnectionsWithin in IndustrialConveyor ReceiveItemTransferDetails RPC to a new GetCloseConnections method that iterates over the subscribers of the local network group instead of all of the players on the server
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Added root bones to playing cards viewmodel, fixes viewmodel renderer not working
Set up EffectParents for UI elements
Toolgun viewmodel now uses viewmodel camera, UI is setup as an effect parent