194,759 Commits over 4,079 Days - 1.99cph!
Set speed thresholds in the crawling blendtree to 0.5 instead of 1.0, since we only crawl at 0.75 (currently)
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Animation: Give look look direction a 0 weight while crawling.
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Added util.MD5/SHA1/SHA256 - all take a single string, and return a hex string
Citizen Blendshape export test
Reenable material cache clearing
Display a console message when ServerDL fails to download something
Bootil: Do not use recursion when importing JSON
Limited JSON import depth to 5000 ( should be more than enough for any legitimate uses ) to avoid stack overflows
Bootil: Do not use recursion when importing JSON
Limited JSON import depth to 5000 ( should be more than enough for any legitimate uses ) to avoid stack overflows
Underwater lab autospawn prefabs
Unterwater lab prefab updates (socket adjustments)
Underwater lab test scene
Underwater lab generation baseline / proof of concept
Fixed "DownloadingFile" javascript function not being fired for Fast/ServerDL due to changes in last update
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merge from train_tunnels_new_content
Fixed serverside Lua errors when making 0 width ropes
Added missing bench collision to stairwell_bottom_360
Don't show health while wounded
Splitting up the wounded states into separate methods
Allow for forced death after wounded timeout
Continuing setup for the two levels of wounding, crawling and incapacitated
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Fix for UIBackgroundBlur grabpass being offset.
merge from /train_tunnels_new_content
updated tunnel entrance bunkers - a, b, c, d underground volumes
Hitch & trough can now be placed down narrow triangle passages
Fixed Lua errors in scoreboard when a player leaves the server
Added a second argument to util.GetModelMeshes - a table of tables where IDs are boneIds and contain a table of 2 keys: matrix and parent
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created some demo layouts of the underwater labs
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ent_remove* no longer allows removal of the world entity
ent_remove_all no longer can delete players
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Fixed a server crash when an npc_fastzombie tries to attack a non player entity