155,484 Commits over 4,536 Days - 1.43cph!
merge from ai_hotfixes_for_monument_blocker_patch
Tooling to switch to the testbed steam app in editor
halloween door wreath deploy guide fix, also fixed easter door wreath too. Deploy guide sound fix on string lights. Pickup fix on halloween door wreath
Subtract
163412 new_navmesh_fixes
More sensible placeholder crafting costs
Debris removal.
Set wood protection instead of stone.
Updating m92 world model rig
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merge from medical_honey_bandage
Setup collision/colliders correctly in prefabs.
Added honey bandage to primitive and hardcore tech trees
merge from carvable_pumpkin_deploy_fix
merge from paintball_gun_fixes
merge from viewmodelscope_nre
merge from static_piano_fix
merge from TriangleHatchDeployfix
merge from deployanim_fix
merge from vehicle_pooling
merge from glass_ar_motion_blur_fix
merge from new_navmesh_fixes
merge from Floating_bandage_fix
merge from oilrig_light_fix
Renamed deployed entities to include .Deployed per convention.
Setup missing socket/checks on gate
merge from mt_snapshot_saving
cherry picked martyns rail hide code from changeset
153305 - allows the holosight rail to hide depending on the weapon its attached to.
cherry picking 8x scope, handmade sight and holosight refreshes
Add entity names to "MOVETYPE_FOLLOW with no model" warning
Implement CTRL+Backspace and CTRL+Delete for text entries
Try to prevent game breaking states with silly values of m_yaw/m_pitch
Minor cleanups
Added "session_begin_ignore_version" hammer command
* If you brick your VMF with this, don't blame me
Add description to r_PhysPropStaticLighting
Move "dynamic shadow poke through" "fix" to opt in convar
* r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes
Try preventing "non positional" control points bloating particle bbox
* This should help with particle sorting
* Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones)
* This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
merge from automated_testing
main -> grenade_client_prediction
Adjusted and balanced holstered weapon positions to sit closer to chest armour
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