130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                HLOD now immediately resolves when the player finishes loading
                
                
                
                
             
         
        
            
            
            
                
                removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
                
                
                
                
             
         
        
            
            
            
                
                Timeline playback/record initial test
                
                
                
                
             
         
        
            
            
            
                
                Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
                
                
                
                
             
         
        
            
            
            
                
                battering ram fuel consumption
                
                
                
                
             
         
        
            
            
            
                
                Show incorrect presses in red
                
                
                
                
             
         
        
        
            
            
            
                
                fixed car lift collider box being offset in y/z
                
                
                
                
             
         
        
            
            
            
                
                Incorrect key presses now reduce remaining time.
QTE will now fail when running out of time.
QTE timer loss is now configured on QTE entity.
                
                
                
                
             
         
        
        
            
            
            
                
                fixed storage building large ceiling collider gap
                
                
                
                
             
         
        
            
            
            
                
                Repair UI and gesturecollection prefabs after merge
                
                
                
                
             
         
        
        
        
            
            
            
                
                ▆▇▍▊▋▋ ▇▇█▊▊▌▄▋▍▊▍▅▅ (▆▍█▅▆▄) ▇▇▇ ▍▊▊▄▉▋▍▉ ▌▅▇▄█▊ █▄▄▄▊▊▌▇▊ ▅▆▋▄▋
                
                
                
                
             
         
        
            
            
            
                
                +1 the month in the server browser last played
                
                
                
                
             
         
        
            
            
            
                
                FF & NeoTokyo spawnpoints + Map Category (Community Contribution)
Rework how spawnpoint entities are added in base gamemode
One file now, not 25 duplicated files.
Minor code cleanups
Linux: Do not ExecuteToPriority if there are no jobs
This addresses slowdowns on Linux (srcds?) to do with the filesystem
garrysmod-issues/issues/5932
                
                
                
                
             
         
        
            
            
            
                
                ▉▆▄ ▅▊▉▆▌▊▄█▇▅ ▅▄▇▄ ▋▄ ▉▍▋▄▌▇▌▇▄ ▄▍ ▄▅▋ ▉█▆▄▇▅ ▄▄▋ █▆▇▌▆ ▉▅█▌▍▅ ▇▊ ▌▆▆▋▌▆ ▅▌▊▍▇▉▊▊ ▌▆▊▊▍█▆ ▆▋██ ▉▋▌ ▉▅▄▄█▍ ▊▍▌▉▆ ▌ ▌▌▌▆ ▄▇ ▊▍▇ ▆▆▇▅▌▇
                
                
                
                
             
         
        
            
            
            
                
                Add a small delay before showing QTE ui.
                
                
                
                
             
         
        
            
            
            
                
                Basic initial QTE sequence generation, just string based for now.
Trigger QTE event properly and with generated sequence.
                
                
                
                
             
         
        
            
            
            
                
                QTE entity start/stop/complete triggering.
UI interacts with the entity.
Completing the QTE now triggers the entity completion methods, ending the gesture, hiding the UI and clearing any associated player for SingularInteraction qte entities.
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> copypaste
                
                
                
                
             
         
        
            
            
            
                
                Fail state can now apply player modifiers.
Pressing a wrong key will now fail the QTE.
Add some placeholder modifier effects for fail state.
                
                
                
                
             
         
        
            
            
            
                
                Tweak sequence length ranges.
Negative modifier tweaks.
                
                
                
                
             
         
        
            
            
            
                
                TTT: fix ragdoll not being created if ttt_dyingshot is on
Community contribution
                
                
                
                
             
         
        
            
            
            
                
                Adjust how we disable self-unblocking for Lua-blocked navmeshes
Adds NAV_MESH_BLOCKED_LUA
Navmesh auto-blocking checks now run on map start/cleanup
Makes certain code that was meant to run on map cleanup to actually run now.
Also updates blocked status of nav areas on map load
                
                
                
                
             
         
        
            
            
            
                
                3p anims + updated worldmodel anims
                
                
                
                
             
         
        
        
            
            
            
                
                More sensible defaults for 360 controller bindings
$eyeposition and $illumposition are now affected by $scale
Block gui/input.SetCursorPos while main menu is open
Fixed regression with nav_update_blocked concommand
Make gui.HideGameUI work more like the hook
Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times.
Temporarily disable 24BPP optimization for .png/.jpeg loader
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed regression with nav_update_blocked concommand
Make gui.HideGameUI work more like the hook
Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times.
                
                
                
                
             
         
        
            
            
            
                
                removed WaterVisibilityTrigger from xmas dungeon cell prefabs
                
                
                
                
             
         
        
        
            
            
            
                
                removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
                
                
                
                
             
         
        
        
            
            
            
                
                Fix: FreeUnmanaged the DebrisEntity list after we're done with it
                
                
                
                
             
         
        
            
            
            
                
                Updated english engine.json file
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Fixed halloween hunt score announcement typo
                
                
                
                
             
         
        
            
            
            
                
                Merge: from requesttrees_spike
- Fixes NRE when players disconnect during tree streaming (fixed by discarding those players early)
Tests: in Editor CLIENT+SERVER mode disconnected before 4k proc-map streamed in - server was gud
                
                
                
                
             
         
        
            
            
            
                
                Clean: removing leftover log
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none (no conflicts)
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Don't try to send tree batches to disconnected players
- Also replace a broken link in a comment
Tests: In Server+Client mode disconnected the client - no NRE
                
                
                
                
             
         
        
            
            
            
                
                Fixed join gesture getting left on the screen when cancelling rps