110,911 Commits over 3,928 Days - 1.18cph!
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Delete duplicate but incorrect filename `editorconfig`, apply previous changes to `.editorconfig` instead
Added a light with configurable color to ice sculptures
merge from fix_copypaste_shipping_container_color -> main
Fix shipping container colors being reset to random when pasting entities
updted ReinforcedWoodShield.fbx so the strap now matches more closely to Metal shield
so a single anim set can be re-used for it
Automatic mipbias changes to the terrain4_albedo_array and terrain4_normal_array
basic IO setup of sculpture - temp port positions, can just use On flag to toggle lights
viewmodel wooden shield animaionns edited
merge from twitch_rivals_2024/twitch_rivals_flag
Drop the flag on death
Make sure it stays upright when dropped: added a new center of mass override setting for dropped items
merge from fix_telephone_grid -> main
viewmodel metal shield anims updated so the arm is visible
Add an alternate render method
Switch telephone to using the MapHelper class
Add `printgrid` command to debug position -> grid name code
Refactor teleport2grid so finding map grid based on string is inside MapHelper.cs
merge from wallpaper_analytics -> main
Add analytics when spraycan is used to change entity skin in the world
Log skin id of any entity submitted to analytics
Ice shader: add tangent reconstruction normals will now behave properly, improve parallax offset calculation, and add frost min/mid/max sliders.
merge from main -> wallpaper_analytics
fix codegen (used changes from different branch)
merge from main -> wallpaper_analytics
adjusted toolgun.entity lod distances to match worldmodel prefab values
to fix harsh lod transitioning
Lock high priority network queue behind convar `high_priority_network_queue`
merge from main -> network_queue_priority
merge from twitch_rivals_2024/twitch_rivals_flag
merge from /flashlightfixes/fulloverhaul
merge from landmine_disarm_explode_bugfix
Experimental invoke based reload system tests
Bday 11 poster scene tweaks + backups
merge from network_queue_priority -> aux3
Prototype: create a high property network update queue for building blocks, high walls & SAM sites
- this should cause bases to load in faster when travelling fast across the map (in vehicles)
Disabled the animation from HitGuide because DepthBuffer limitations, hashtag sadface.
Fixed speed ratio calculated based on the current gait
Fixed NRE when jumping
Merge from campfire_purifier_freshwater_fix
Fixed campfire water purifier no longer accepting fresh water in the propane tank section (unintended regression)
Fluffed up the hit marker. (Kinda needs soft blend tho)
Bday11 hero poster scene + materials backup