198,786 Commits over 4,140 Days - 2.00cph!
Merge TrainSignals -> rail_network_link
Small trophy font fixes
Large trophy deployment fixes
Fix brief green flash in a different way, without requiring recursive calls
Add RefreshLightState to profiler
Fixed bugs with signals that were right next to each other, etc. Killing my recursive RefreshLightState until I stop it stack overflowing on complex rail networks.
A proper signal light refresh system
Fixed wanted poster renderer not working if player hadn't opened the inventory yet in that session
Wanted poster person picker will now display players marked as an enemy in the contacts system
Show translated name on crosshair interaction option, even if phrases haven't been built yet
Signal lights now working correctly in test scene, detecting trains etc on rails and changing lights to red/yellow/green as expected
Setting up spline move methods to be more general
Merge /main/media_projects/vcam-fixes/
Merge from /main/water-camera-fixes
A bit faster optional argument handling
Also nicer code internally
IsUnderwater now computed at OnPreRender stage after LateUpdate
Terrain>mesh converter into 3rd party
Terrain refining
Fixed some rock_formation_small_x not having shore wetness
3p rifle aim pose, lr300 override updates
exported 3p rifle jogging set of anims
merge from main -> backpacks
Tiny fix for compile error in "Core/Generic" shader
Cherrypicked bypass procedural spawn.
3p rifle stance mask updates
lr300 - weapon prefab and override controller updates
holster position updates for a few rifles
Add bypass procedural spawn checkbox
Align player clientside forward to serverside forward on spawn.
Restore content unloading, but behind convar
gmod_unload_test, defaults to 0
merge from gnb_distance_convar_save
merge from building_skins_4
Alternate concrete_generic_ao material to keep visual compatiblity with older tunnel segments
Single rack deploy guide meshes
Removed lettering from Small/Large trophy nameplates