201,232 Commits over 4,171 Days - 2.01cph!
BeforeParticleLitAlphaBlend target 3.0
Animal damage uses base protection again
Industrial building windows use separate colliders (on the transparent layer)
Fixed bald patch on wolf head dress
command to relock blueprints and refund all spent xp
renamed reset command to reseteverything
shotgun bullet has much shorter raycast range
rename reoll method + help strings
Fixed protective armor absorbing damage from animal attacks
Physgun no longer encounters gimbal lock when rotating around pitch axis
non-MOVETYPE_VPHYSICS physgun beams no longer lag behind their entity
Physun angle-snapping no longer jitters between snapped/unsnapped when releasing shift/use
Physgun can only rotate NPCs without physics objects around their yaw axis
Added physgun_maxrange
Automated Linux Build #382
Automated Windows Build #382
Automated Linux DS Build #382
window frames reverted, errors removed
Touched all rust/std shaders to trigger b25 brdf alu opt
Re-applied temporal-aa black sludge fix + motion-based blend feedback scaling
Colours, exceptions, signing
Changed save file name (to let server ownrs opt out of wipes by copying the save file)
Save file protocol shows a warning instead of blocking the load
Converted some OnValidates to DoPrepare
Fixed projectile speed verification getting inaccurate when server FPS are insanely high
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* GitSync - Cleaned up PP lua + 2 nano community changes + Fixed a stack overflow in DListView
* Cleaned up materials/pp/, removing 1 spam messages on each map load in Sanbox
* Moved "unrecognized conditional test" warning to "developer 1"
* Added a few more L4D1 map icons
Automated Linux Build #383
Automated Windows Build #383
Automated Linux DS Build #383
FOR FUCK SAKE industrial block tile
!A industrial block door brush
Fixed camera sometimes having incorrect tilt values when zooming out.
Fixed excessive reach on certain melee weapons (for example the rock)