198,690 Commits over 4,140 Days - 2.00cph!
Added missing concrete pavement material
More "reportable" keyvalues in default FGDs
Shows useful info in the Entity Report window
Added NPC:GetCurGoalType
navmesh Lua API additions
Added missing enum for NAV_MESH_BLOCKED_PROPDOOR
Added navmesh.GetBlockedAreas()
Added CNavArea:MarkAsBlocked( teamID )
Added CNavArea:MarkAsUnblocked( teamID )
Added CNavArea:RemoveAttributes( flags )
Added CNavArea:AddAttributes( flags )
Disable default automatic navmesh unblocking
Add some of the existing nav related entities to the FGD
func_physbox/pushable is ignored by navmesh gen
Merge from rail_network_link
Regenerating all rail splines
Network++
Enabled Halloween event
Enabled scarecrowpopulation
Enabled scoreboard
Switched collectables to halloween themed
Added bone collectables
Updated ambience
Enabled candy vision
Updated menu video
Frank table default craftable
Updated loot tables
Enabled halloween portals with a population of 1
Merge from rail_network_link
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance
Merge from rail_network_link
Adding back prevSign workaround
Merge from rail_network_link
Better TerrainPath cliff and decor topology handling
merge from experimental - RC
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail)
GenerateRailLayout cleanup for BlockedPointsAdditional
TerrainPathConnect center point calculation fix in GenerateRailLayout
Removing prevSign workaround from GenerateRailLayout
Pathfinder directional algorithm updated to new heuristic
PathFinder int overflow fix that led to crazy paths
Mesh.quality affects DecalCull component
Look at the conversation NPC's actual model head instead of the static eye position
Merge from tutorial_island
Added an ignore terrain option to MonumentNavMesh to stop nav mesh being generated under the tutorial island
Hover looting now uses the state of the Alt hover key at the time the hover occurred, instead of the later time that the transfer occurs
Deauthradius convar now works on modular cars with code locks
Only show No Respawn HUD icon when on a tugboat
Fixed laser and torch attachments not activating properly after a server reload if the turret was powered during the save
Added HuntingTrophy_Small model/materials
Converted random switch, memory cell and blocker to use existing glow materials instead of modifying them to hardcoded values at runtime
Fixes these entities lights not glowing like other IO entities, will be more maintainable going forwards
Fixed turning a new autoturret on not disabling other turrets in range that now have too many nearby, if they have more in their radius than we do in ours
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Fix wiring issue when standing on top of mixing table
slightly increased mp5 bullet velocity
slightly increased mp5 damage
increased mp5 accuracy while bursting
thompson has increased center-hit probability
custom smg has increased center-hit probability
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Added Panel.GetScrollStartIndexes
Works only on text entries, returns 2 values - x axis offset, y axis offset
Added some NPC functions
NPC.GetGoalPos
NPC.GetGoalTarget
NPC.IsCurWaypointGoal
Don't spawn train tunnel rail entrances if no above ground rail exists
Enforce larger distance between train tunnel stations
vampire stake skin
world model and viewmodel prefab intial setup