123,987 Commits over 4,171 Days - 1.24cph!
exported player update rock animation set, updated rock entity with iktarget on left hand and updated unarmed idle pose with zero rotation on the pelvis
Prevent rendering if there are no passes created
Invoke hiresscreenshot per pass
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fix m4 shotgun playing wrong sounds with muzzle break attached
m4 shotgun dryfire sound
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FrankensteinMask
Model and material setup
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Some refactor and a bunch of distance check replacements.
Show `...` (animated) while waiting for ping from server instead of `?`
refreshed barrel art
updated prefabs
merge from 2009 birthday commit
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Distance check optimisation
Fixed spraycan reskin not working on some older large box skins until the player reconnects
Rename property to PreventDuplicatesInQueue, false by default
Expose the option on AutoTurrets via sentry.debugpreventduplicates (true by default)
Added a new AllowDuplicatesInQueue property for IOEntities
Prevent AutoTurrets from being added to the queue more than once
Fixed double ParentChanging call
Fixed ragdoll parenting when a new clients enters network range
Updated world model as well.
Small material/texture SSS/AO tuning for new lighting.
Merge ServerSideRagdolls -> main
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Gave server-side ragdoll a bigger head collider
Merge ServerSideRagdolls -> main
Fixed physics silliness when a client-side ragdoll had multiple arrows in it that overlapped each other
Possible fix for shelter error on build.
Convar comment typo fix
Fix MapView not resizing it's team positions array and not showing all of the team markers
merge from legacy_shelter
Add a response with the current state when running ToggleSpectateTeamInfo
Merge main -> ServerSideRagdolls
3p smg - eject shell fx
- added firing anim & added to animator
Cherry picked relevant changesets from /main/texture-memory-review (cleaning up)
Cherry picked relevant changesets from /main/shader-memory-review (cleaning up)
Added support texture tools
Disabled alpha channel on RGBA textures not using it and changed compression to normal (saved ~82MB)
added left ik target to mace entity and edited 2handed melee anims
Implemented decay onto the shelter