198,728 Commits over 4,140 Days - 2.00cph!
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Experimental changes to the way events are ticked, executed and results cached.
Added Chance event.
Changed event execution rates to an enum setup.
Utils to find and load all relevant prefabs.
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Train tunnel entrance spawn adjustments
Added selection for preferred distance from same and other monument types when spawning monuments
Added selection for preferred road type when spawning roadside monuments
Fixed GenerateDungeons ignoring roadside monuments
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Remaining mountain pass area + splats + biome tweaks
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HarmonyLoader logging improvements
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Fixed new mountain road area that the terrain splines broke
When AddCSLuaFile refuses to add a file with bad symbols, it now displays an error message
Fixed lua\vgui\dcolorbutton.lua not being added to the clientside download list
merge the steam api change to pre release
Do not recreate Steam interfaces on dedicated servers every time they are accessed
Rendering into MotionVector buffers
Fixed using mixed types (strings and numbers for example) within a single DListView column creating Lua errors when sorting
Adjusted the message "C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity X" to include the model name
Better errors when gamemode/weapons/scripted_ents tables do not exist or are invalid types. (weps,sents errors also no longer close the game)
Disabling streaming for textures associated with the current view model.
Very basic implementation with a lot of stuff broken / missing.
slightly change lock position on tool cupboard to not clip with cupboard handle
Wooden shopfront default BP
Reduced wooden shopfront cost
Removed wooden shopfront from loot table
merge from redirect_vending
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Fixed building plan conflicting phrases and inconsistencies
Phrases
Remove name conflict dlls
Fixed key lock "floating"
more accurate shotgun trap colliders
Fixed placing deployables on auto turrets
merge from bradley_fixes_2021