199,721 Commits over 4,140 Days - 2.01cph!
more spawn points for new areas
Added EnvironmentType.NoSunlight (add this flag to any other environment type when setting up an environment volume in order to completely eliminate all sunlight, like the train tunnels)
Added RenderBounds bool to AIInformationZone, only draw red bounds box when the AIZ is the selected object, unless this is set to true.
Default to false so we don't draw AIZ bounds everywhere in monument scenes any more.
Yesterday's arena level design
More hold type override changes for 'hold_relax' gesture. Added hat_tip
Simplify emoji creation process, particularly for skin tone variants
Default skin tone is now substituted automatically if the skin code isn't specified in the chat string (":angry: becomes :angry+2: if the default selected skin tone is 2)
Add ability to remove emoji ownership check on server in case of performance issues
Removed option for emoji's to use multiple frames (we're not using them anyway)
Added LodLevelDisplay editor component, draws debug text on the screen to show the current LOD level of the gameobejct it's attached to
Includes colour and scale options
Added the option to scale the font size on DDraw labels
Added ability to change detonator frequency from inventory (same as pager)
Respects frequency limits and deducts condition to ensure parity with changing menu accessed via the RMB menu
Fixed new TV snow with temporal AA
Fixed pager missing silent options
Clarity enhancements.
Polish.
Better screen snow.
Fixed an issue with handling of asset:// URLs
Update Steamworks API to v1.57
Steamworks 1.57 update fixes
Added sv_cheats requirement to some cvars
dumpentityfactories, dump_entity_sizes, vgui_drawfocus, vgui_togglepanel, net_start
Fixed LastKnownArea not updating for players
Added NavArea:GetSpotEncounters, CNavArea:GetVisibleAreas( bool )
CRT'esque frame using the new vignettes instead of a texture.
Reset render.EnableClipping to false on map shutdown
Add safeguards against not popping PushCustomClipPlanes
Similarly to how cam.Start functions have that. Also reduced frequency of those overflow messages to once per frame, rather than 1 per missed pop/end function call.
Fixed an issue with handling of asset:// URLs
Added PPS classic vignette mode to SharpenAndVignetting as option
Charm setup for custom smg
Alfie's pixel SMG charm setup
Cherrypicked serialization fix
resources and biome polish
Added support to connect to server via query port (used by steam://connect URLs)
Fixed Cathode effect settings serialization
merge from spraycan_reskin_fix
merge from BradleySafezoneFix
Added existing 'exclaim' anim as cinematic gesture.
new lakeside topology to facilitate spawning decor by lava lake
Calling dof_focus_lookat or dof_focus_target will now set dof_focus_dist to 0
debugcamera_load and autoload now work even if debugcamera_lock is true
Tweak because white on blue bg is pretty retro
Added talking cinematic gestures (same as used in cinematic_play)
Added "hold_relaxed" cinematic gesture - uses relaxed idle hold type pose override for weapons/items
Updated generic circle charm