250,302 Commits over 3,959 Days - 2.63cph!
Remove cl_threaded_client_leaf_system
It was disabled in 2016.
Do not break Lua created hidden/unregistered convars
Find returns empty categories too
Make categories a toggle, like in game
Fix coercing null values
Explicitly specify types of default values
Cherrypick
99260 (make VectorData & Half3 IEquatable)
merge from fix_battery_charge_left -> main
Add `set_battery_charge` admin command to manually modify battery charge
Update fix titles to be more specific
SyncFlag -> SyncFlags. Support SyncFlags.Query - replacement for Query = true. Add Code Fixer for Query named argument - auto combine flags in fix if already exists.
Fix battery showing "5m" of charge left instead of "24hr 5m" when >24hrs charge left
Expose category tree and package properties to package find results
Package category tree
WIP filter, allow discovering WIP games
Add IActionGraphDelegate.DelegateType
super basic in-editor marching cube setup to make experimenting a bit easier
Merge from qol_scope_zoom_toast -> main
IActionGraphDelegates can now be created from Type delegateType
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Updated knight armour 4k textures
exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
Fix scientist corpse prefab ID not being updated after folder move
replaced greybox volumes with the wip floor kit in ruins
Use engine PlayerController
Fix warnings
Always define vTexCoord2 by default
Shader rebuild
Escape Card
Increase base rerolls
Fix CameraComponent.ScreenNormalToRay
Always define vTexCoord2 by default
santa outfit
Leaderboard backup, run #
16085
Humans: port over more animations from the Citizen set
Shading Complexity in ToolVis, quad overdraw isn't even working now, and certainly doesnt need it's own shading mode, can make all materials use same shader
Remove HighlightDeprecated from shaders, seems was never used?
Remove long unused shit from pixelinput and vertexinput and clean it up
Remove D_ENABLE_USER_CLIP_PLANE, complete bullshit, we use oblique projection matrices now
ice sculpture sound import settings
Fixed priority of block impact anims so they don't go via the idle state
Fixed left hand driven camera animation not working when shields are active
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster"
Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset
Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)