194,068 Commits over 4,079 Days - 1.98cph!
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Surgery on mil tuns to see if that fixes map crash
stashes despawn and drop their items if construction is placed overtop of them
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Tidying up depth prepass etc.
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Fix double shotgun grip mesh appearing and causing z fighting if the shotgun has no skin applied (only applied to viewmodels, worldmodels will still have issue)
Fix mace not being throwable if player presses throw key while the VM is in idle (transition was too long, was skipping events)
Map clusters (sleeping bags/vending machines) ignore Y difference when clustering
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Fixed floating point issue with roads causing them to washboard
Fixed some sewer entrances being cluttered with rocks
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softcore reclaim backpack
Fix skin picker snapping to the left any time a refresh is called (only resets to the left if the blueprint changes or a skin is selected)
Praise the lord it runs again
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Splat clearing texture bug fixery
reworked the stop_transition_tunnel piece and prefab to rely on the new meshes and minimize its size
added stairwell_top piece, refined corridor pieces further
Tidyup convar / opt out usage.
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Experimental: Entity.NetworkVarNotify callbacks are now called after the DataTable variable has been set (self:GetDTBool, etc)
Train tunnels source backup
LODs and colliders for stops transition modules
Merge from /main/drone/shop
reclaim terminal refresh button
code cleanup
Allow returning false in undo.AddFunction to skip undo if it's no longer valid (Pull Request)
Use the above for "Make Statue" property
Removed comment from ENT:OnTakeDamage of base_ai as it is no longer correct
Fixed the Crossbow deploying with the wrong view model skin
Only mark certain files in /cfg as userconfig for Steam, should fix certain files not restoring while Steam figures out a fix
Show a message on the UI when the terminal's inventory is full instead of silently failing
Fixed Bootil's memory formatting taking a signed integer
Fixed Bootil's memory formatting taking a signed integer