13,600 Commits over 2,710 Days - 0.21cph!
Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
█▆▉▍▋▆▌▊█▍▊ ▇▇▇▉ ▍▄ ▊▇ ▊▇▌▇▄ ▄▉ ▉▌▄ ▆▇█▄▇▇ █▇ ▆ ▋▇▄▍ █▊▌ ▄▄▋ ▄▊▊▆█ ▊▌ ▉▌█▍ ▅ ▊▄▊▆ ▊▅▇▄▍▅▉▌ ▍▄▊▇█
▌▍▌▋▆▇█ ▅▇▉▌▉▊▌▌ ▇▊▄▇▆▆ ▊▆▋▍▌▊▆ ▋█ ▍▆▊ ▆▄▇▉▉▉ ▋▆▋▍▉ (▇▅▋▋ ▍█ ▉▌▋█▊▆▋▄ ▌▇▊▅ ▇▍▊▊▍▇▋█▋ ▅█▉▄▉▋)
▊█▋ ▅▍▆▇▌▅█▅ ▊▋▉ █▊▅▅▄▇▄▍▊ ▆▇▍█▋█ ▇▅█▅▉▅ ▊▄ ▆▊▍▄▄█ ▆▋▋▄▌
▇█▆█▍▅▋▊▋▉▋ ▄▌▊█▌▆▋▉ ▆█▋▊▍
Try converting gib override list into a scriptable object instead
WIP converting Gibbable to a PrefabAttribute
Code review changes:
Removed physics mesh workaround from diogo (no longer needed)
Disable all colliders when pooling a gib
Just disable random variation when benchmarking
▉▌▄▋▍▅▅▅ ▊█▉▊ ▄▉▄ ▉▋▇▍▌▇ ▆▌▌ ▉▌▊▉▍▅ ▋▉▄▍▅ ▋▍ ▍▅▌█▌
▍▄▍▌▍█ ▉▊▍█▉ ▊▌▇ ▄▅ ▆▄█▉▆█▊▄ ▊▅▇▆ ▊▋ ▆▅▇
▉▇▌▍▋ ▍▅▍▆▆▆▍▇ ▅▋▋ ▋▋▅▇▍ ▊█▇▌▆
▉▆▊ ▇▄▇▆▅▇▊▅ ▄▊█▊ ▇▍▅ ▍▄▅▋▉▅▇▉▍ ▇▇▉▄▄▅ ▌█▊▆▊▌▋
▄▍▍▅▊ █▌▊ ▆▇▇▆▍▍▍▋▉▉ ▍▋ ▍█▇ ▌▆▍ ▄▊▅▋ ▊▋▋▌ ▄▊ █▍▊▅ ▅ ▍▅▊▇▅▍
█▋▆▍ ▅▊ ▇▅▅▍▊▉▇█ ▆▄▄▍ ▌▇▌▆▅█▅▇ ▆▄▌ ▍▇█▇▌ ▋▉▊▆
▉▉█▋▊▉ ▌▇▊█▅ ▅█▊▊▌▄ ▆▉ ▋▋▌▇▆▇ ▅▊▅▅█ ▋▊█ ▌█▇▌▅ ▊▊▊▌
▊▋▌▋█▊▋▉▌█ ▄▌▉▊ ▅▅▇█▍▊ ▅ ▅▋▉
▊▊▆▇▍▌▊▍ ▅▍▅▉▇ ▊▋▄▇▉▊▆▊
▉▉▉'█ ▊▆▍▊▉ ▅▅▅ ▌▉▉▍▆▌▇ ▅▄▄▊ ▅▅▌▅▄▄▄▉▍▍▇▇ ▊▆ ▍▍▊▇▌▉▅▋ ▌█▄▅▇▄▆█▉▌█▍ █▇ ▌▄'▌▉ █▊ ▆ ▅▉▅▌ ▋▇ ▍▊▌ ▅██▇▆▇ ▄▍▊▍▇
█▍▅ ▄▋▉▄▊▆ █▊ ▉██▅▋█▊▆█▋ ▉▆ █▍▉█ ▌██▌ █▅ ▆▊▉ ▉▉▉▉▋▇█▍ ▋▄ ▋ ▄▍▄▌▇▍▅█▌ ▊▋▅ ▆▄▆ ▅▌▊ ▆█▆▋▉▅'▌ ▄▋▊█▅▇▋▌
▋▇▌█ ▊ ██▄▌▌▍▌█▇█▉ ▅▉▇█▊▉▆▇▍ ▍▆▆ █▍▋ ▇▄▆▉▊▇ ▋▆▅▌▇ (▇▍▊▇▇▋▇▄▆▉ ▄▆▅ ▅▄▉█)
▍▊█▌▇▊▊▅ ▅▄▍▋ ▌▍█▄▄▄ ▆▄▊▇▅ ▄▌▌ ▉▆▅▊█ ▅▋▆▇▉▋▍ ▇▍▄▄▌
▌▅▅ █▄▌▍▊ ▌▆▍ ▆▊ ▉▇▍█▄▇ ▍▉▊
█▇▋ ▉▌▋ ▅▊▄▋▆ ▍▅█▋█▉█ ▅▊▉▄▍ ▋▋ ▆▋▉ ▍▌▄▌▇ ▆▍▉▍, ▆▆▇ ▆▋▇ ▋▊▆▅ ▄▋ ▌▉█▉▋▄▇ █▄ ▌▊▄▉▊▆
▍▄▄▇█▌▋▄ ▍▇█▆█▍ ▄▌ ▅▋▅▆▇▌ ▋▇▊▉▌ ▍▊ ▄▋▊▍▅▊█▄▉▄ ▌██▋ ▊▅█▋▄▊ ▊█▍▋
▇▋▇▅▍ ▄▆▉▋▍▋ █▋▇ ▇▆▋▅▅▌▆▊ ▊▄▉▍▄▇ ▇▅▇
▇▉▅▇█▆▌ ▌▆▊▆▅
▆▊▉▇▅ ▉█▉▆▉▋▇▍▇▉▋ ▄▊▄ ▇▋▊▍▊ ▅▇▉▌▆▍▌ ▇▍▄ ▍▆▍▅▅▍▊ ▅▌▄ █▄▄ ▍▅▄▌▋▅█ ▌▊ ▊ ▍▅▋▍▊▇▇▊█ ▇▍█▇▋▍
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
▊▅▄▆▍ ▅▆▄▊▊ ▅█▉▋▄▊▍ ▉▍▇▄▇▄▌▊▅▆▋ ▌▍▄▍▍▍▅▄▌ ▋▇▅▋▋▄ █▌▊▇ ▌▊▇▆█▉█
▌▆▄▆▊ ▋▌█▆▋▊▅█ ▊▉▄▋▆ ▆▋▉▇▇▊▄ ▄▋█▅ ▉▊▉█ █▅▌▍▊ ▅▉▆▇▉▆▌▋▅▋▇
▉▋█ ▉▆▅▊ ▄▊▋▆▅▄▉█ ▊▊▊▊▆▍█▋▄▌ ▄▇▌ ▊▉▄▌▋▋ ▇▊▅▆▍ ▉▊ ██▉ ▊▉▊▋▌▆▇▌▋▌▆▄▄█▊
▍▉▋▇▌▆▅▉ ▉▇█▇▇ ▄▋▍▅▄▊▌ ▌▅ ▉▋▋▇ ▉▅▇▊ ▊ ▊▆▋▄▊▇▉ ▋▄▌▆▌█▅ ▊▇ ▋▋▅▆█▍▊▄, ▋▍▄▉█▋▄▅▌▊ ▌▄▊▄▅▊▉▆▊▄▊ ▇▅▊▄▄▌█▆ █▆ ▊▊▋▆▋▆ ▄▇▆'▌ ▄▄▌▆ ▊▊▋ ▊▉▊▅▇ ▊▇█▌█▉ █▍▉▍█ ▇▆█▍▋█▇
▍▍▇▌▍▉▇▉▇, ▊▄▌▍▍▇▋ ▇▋ ▊▅▉▋▆▄ ▉▄▌▍▌▄ ▍ ▄█▊▇▉▊▆ █▌▇▊▋▆ ▄▍▊▊▉
▅▊▅ ▆▆▍▌ ▍▄ ▌▉▋█▆ ▄▌▉▅▄▆▋
▉▇█▄▌▅ ██▌█▌▍▋▋ ▇▆▅▉▍ ▌▊ ▍▄▄▊█▆▋▆▋▌▆▇▅, ▇▍▍▇ ▅▌▆▍▇ ██▄ ▆▋▋ ▍▄█▍▄ ▉▊ ▆▇█ ▇▌▊▅▅▊▉▊▉██▆▋▇
▉▋▄▊▍▇ ▉█▊▋▇ █▇▋▍ ▄▆▇ ▍▅▇█ ▋▇█▆▉ ▉▋▅▄ ▋▉▅▊▌▇▍▌ ▊▋█▆▆▇▇ ▉▋▉▋ ▌▉█▊▅ ▄▍ ▊▅▋▌ ▍▋█▊▉
█▉▆▌ ▅▌▋█ ▅▆▇▆▊ ▊▅▉▉▌▌▉ ▌▉ ▄▍▄▊▄▄ ▊▍▉▋▍
Added a new MidiConvar system to map convar commands to midi inputs (buttons and knobs)
Adds "BindKnob" command to map a knob to a command with a float value (eg "BindKnob 0 graphics.fov 70 90" to bind knob 0 to the fov)
Adds "BindKeyOn" and "BindKeyOff" to bind a midi note (eg BindKeyOn 60 "graphics.dof_debug true" and BindKeyOff 60 "graphics.dof_debug false")
Commands are automatically saved and loaded
▇▆▋█ ▌▄▉▍▄▄ ▍▋█▊▊ ▍▄▇▅▌ █▇▌▆▊▉, ▉▉▋▋▇ ▅▍ ▇▉▊▇ ▆▌▆█ ▇▊▍▄▋ ▊▆▋▌██▇▊ ▇▄▇ ▉▌▆█▍ ▆▆▊ ▌▌▄ ▅▄▉▌█▍▇▅▋▍▅▌▌ ▇▌ ▌▇▌▋▆▍▉ ▆▋▇▉▋ ▉▅█▆ ▆▍▊▅▊ ▆▉▄ █▇▆▇█
▇▍█ ▅▄ ▇▌▌▅▊▄ ▉▌▌█▍▅ ▌▍▇▊▍ ▍▆ ▅▆▉▋▌▆▌▋▆▋ ██ ▅▊█▌▉█▅
▇▊▇▄▍▆ ▊▍▋▇ █▆▄▊▆ ▊▆▅▄▅▆▌▉ ▉█ ▆▌▇▅▅▊ ▉▄▇▌▉, ▊▌▉▄ ▍▌▉▋▄▄ ▍▆▉ ▊▆▉▍ ▆▍ █▅▌▊▊█▆ ▋▊▊▌ ▅▋▋▋▍ ▇▉▄▅█▇▌▉
Merge cleanup (custom material support)
▋▌▉▄▋ ▅▉▇ ▍▍▌▉▋ ▅▇▆ █▍▌▍▍▇▉▅ ▌▄█▆▅▇ ▆▆ ▅▅%
██▋▌ █▇▌▋ ▊▇▆▊▄█▍▇▋ █▋▋▉
Merge from thirdpersonskins (fixes skins not appearing on some third person models)
▊█▍▇▅ ▆▍▇ ▍▄▍ ▆▆ ▍▋▇▅▄▉ ▌▍▇▆▇ ▄▌▉▆▍▌▇▅ ▍▍ ▊▅▅▇▅▌ ▋▉▄█▄▉ ▆▇ ▅▇▌▌▍ ▄▍▆▆▊▆▆ ▊▋▇▄▋▌▆▇ ▇▊▅▋ ▍▋▄ ▇▇▋▇█▊▅▅ ▊▄▉▅▌▍█▌█▅
▄▅▆ ▄ ▊▇▉ ▌▌▊ ▆█▉█▄▊▋▇ ▉█▋▅ ▄▍▍▆ ▋▊▊▄▍▌▉▍ ▆▄ ▆▊▍▆▍▆ █▇█▋▍▇▄▆▋ ▇▆▌▋ ▍▅▆▅█/▊▍▅▋▋▇▍▊
▉▍▉▌▆█ ▄▇▋ ▆▉▋▌▍▇▄▆▋ ▉▄▊▌▌▊▌▊▌▄█
▄▊▌▊▋ ▉▊▌▊▍▋ ▍▅█▊█▌ ▅▉ ▊▉▊▋ ▆▋▍▍▇▅█▆▇▋
▉▇▅█▇▋▅▇ █▉▄▅ ▉▍▍▌█▉ █▆ ▇█▉▍▊ ▇▅ ▋▌▊▌▄▇ ▌▆▍▋▊ (█▉▊█ ▋▄ ▍▄▍▇▋▌ ▇▍ ▄▆▅▅▋)
▆▋▍▉█ █▌▋▍▋ ▊▊▄▄▌▅