198,684 Commits over 4,140 Days - 2.00cph!
Move some hardcoded values of weapon_fists to SWEP.* variables
Merged some pull requests
* Updated TTT Russian localization
* Micro optimizations with weapon_base & GM:DrawDeathNotice
* Fixed some typos in FGD and Lua comments
Update some more spawncions for consistency
Alternative fix for traces not hitting transparent displacements
Better consistency with brushes that use same materials - does not cast shadow and traces hit them
Fixed toolgun ghost entity fading out in singleplayer on some maps
Added vgui.GetAll()
Returns only Lua created panels.
Used to fix PANEL:PreAutoRefresh() and PANEL:PostAutoRefresh() not working
Further changes to 'WhatUsesThis'
Updates to WorkshopItemEditor, removed debug code
player update. setting up 3p m39 rifle anim set
removed old mesh setup from v_sks.viewmodel prefab
viewmodel updates
- material fix on prefab
- added bullet mesh, textures & mat, added as child of mag
- attachment tweaks
Undoing unwanted changes to materials
Player update. 3p semi auto rifle anim set exported/setup
Update wire parented positions only when the parent entity is busy (door opening/closing)
merge from ScaleBySpeed_server_optimisation
merge from fix_horse_bullet_penetration
merge from fix_steam_nickname_slow_refresh
merge from viewmodelrenderers
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Updated changes to normal map fix
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Auto pair when deployed, if you have code lock access
New version of normal map fix
merge from tutorial_menu_improvements
merge from fix_demo_disk_quota
merge from industrial_conveyor_quickmove
merge from dismount_netting_fix
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC)
Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item
Should be no gameplay difference
Added a metal detector mission objective
Added hinges to the van doors
Both flamethrowers with viewmodelrenderers and effect parents setup
Match import fbx offsets exactly
First pass on dedicated vm animator handling script for sks
Uses new IViewmodelComponent interface, will probably come in handy in the future
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!)
Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server
Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
Properly aligned sharp coastal cliffs
Medium cliff variant test
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Merge from mission_improvements_may_24
Fixed escape key not working anywhere
viewmodel updates inc bolt states & triggers
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
Switch asset warmup to use the existing Timing class
Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
Merge from unity_2022.3.24
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
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More fucking around with Unity.AI.Navigation
Analytics for asset warmup & prefab warmup
Maybe fix hostile UI sometimes not showing if you're inside a safe zone