198,689 Commits over 4,140 Days - 2.00cph!
Reverted back to using line renderers for camera frustum.
merge from wire_tool_reconnect
Updated Player Image and Name Position for First Wanted Poster Variation
Added Second and Third Wanted Poster Variation
Added Second and Third Wanted Poster Materials and Models
Setup Basic Prefab for Second and Third Wanted Poster
Updated First Wanted Poster FBX to have correct position, so shouldn't clip through walls anymore.
merge from cinematic_tools_changes
merge from base_decor_DLC
Updated all triggers that needed the new Physics Debris layer. Required S2P on excavator and junkyard.
Fix up kayak tutorial stage
Delay recycling the island until the player has respawned on the island, fixes a heap of bugs and looks a lot nicer
Parent dropped items on trains. Even though item behaviour when entering or leaving a trigger isn't great, they get very confused about the kinematic movement without being parented.
Dropped items now use Continuous Speculative collision all the time, the only usable mode for vehicle<->item interaction @ 16Hz. The mode can occasionally cause small dropped items to fall through terrain, so DroppedItem has a new terrain check that activates if required and puts them back on top (will not affect intentionally dropping items under terrain as admin).
Setup push gesture, assign to double door and adjust timings to match
Added HalloweenMummy cinematic textures/materials
Prevent wanted poster saving debugging screenshots in builds
Increased wanted poster collider thickness, prevents it from getting blocked by the wall collider in some cases
Fixed not being able to update wanted poster after clearing it
Fixed trophies not loading properly when entering/exiting network range
Fixed trophy nametag displaying incorrectly when no trophy has been inserted
Also fix wanted poster pickup
Fixed single weapon racks getting picked up as horizontal racks
Added fancy new torch fx when mounted to a wall, not enabled if using the diving torch
Dracula cinematic setup
4k materials for Mask, Cape and Vest materials
Fixed heads not being valid after being dropped in the world
Fixed several abyss hazmat issues on trophy mount (randomizer will always pick option 0, disable tanks and animators)
Adjusted the eyelids on the small trophy so the eye doesn't clip through the eyelids and give me nightmares
Only save clothing on the head item if it covers the various head slots
Added a tooltip for the dynamic range compression option
Added a placeholder menu item for BaseGiggableEntity to allow items to be "dug" via interaction (until spades work...)
Flag markers grant items when dug up.
Diggable entity wip stuff
999 more bakes to fix various vertex precision problem areas
Fixed broken AO in tunnel stairwell entrances
Deleted unused slopes and prefabs
Spawn flag entity when a sweetspot is fully detected
set reverse close anim to play at same speed (2) as standard close anim in the animator
removed delay from saloon door anims
Fix #SERVER compile error
push doors vm and 3p anim, added to v gestures and player animator
Removal basics (very wip)
Add .gma to file.Write whitelist
Move where gmod_unload_test is defined to appease linux srcds
Support Vector / Vector
Merged pull requests
* Clean up DOF_Ents table on DOF_Kill
* Use Brackets for keys in PrintTable to avoid confusion with trailing/leading whitespace
RecalculateLineBreaks before firing OnTextChanged
Fix Panel:GetNumLines not being up to date within that hook.
Merge from shader-stdblends-extended