194,338 Commits over 4,079 Days - 1.99cph!
re-linking slots in materials that have connections to old textures that will be deleted
Added PhysObj.SetAngleVelocityInstantaneous
Added PhysObj.SetAngleVelocity
Added 'gm_video' to blocked concommand list
Added a new CombatStationary state.
Generic stationary scientist turret setup, prefabs, behaviour, files.
Cargo AI converter and test scene updates.
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Assigning correct terrain material to remaining scenes still using 'terrain4'
Make sure we always clear previous bet data correctly after end-of-round
Safeguards for potential crashes in CShadowMgr relating to projected textures
Better fix for abandoned scrap calculation
Subtract fix from
60523, pending an improved fix
Fixed srcds workshop addons missing some fields in engine.GetAddons()
Fixed Entity.FollowBone glitching around clientside in certain cases
More potential crash prevention when loading textures and in Lua bindings
Clear BetThisRound and BetThisTurn immediately when a player leaves the game
grounds less floaty at sewer branch
Fixing some issues with shadow proxies on supermarket/sewers/gas station, mainly reverting to higher definition casters
Fixed a bunch of reported typos
re-linking severed tree prefabs in monuments
Tree minigame marker update all tree entities
cherrypicking jarryd's tree marker improvements
Fixed incorrect payouts when both side pots (different all-in amounts) and folded players are involved
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[Editor only] Fixed poker test window array error
[Editor only] Poker test window remembers different scrap values per player
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[Editor only] Poker Tester window can now set a specified amount of scrap in storage for any player at the table
Simplify copying local player card data
- After local player folds, still show their cards to them, but greyed out
- More work on card sync
- Cleaned up SubOnPlayerLeaving code
- Make sure local player's cards refresh immediately when sent
Protocol++
Organized spawn.procmap.v3 tree spawn populations
Tweaked spawn population settings for temperate trees / field trees will spawn in clusters / smaller trees will grow around the forests / large oaks will spawn only on fields / pines, beech trees and birches will spawn together on some topologies to create mixed forests
Remove debug output from CSENT_AI::GetSoundInterests
Fixed prefab IDs on some trees
Added more scale variation for field trees
adding art sources (wall, floor, pipes)
Made temperate pines a bit smaller
added animation folder structure
LS warehouse distant LOD backface culling off
fixed stone splat snow material biome tint tinting the snow and using old snow textures
Removed roadside wrecks from decor_v3 as it doesnt allow to do collision detection
Moved roadside wrecks to the world stack prefab
missing changed steam categories