202,453 Commits over 4,171 Days - 2.02cph!
Automated Windows Build #593
Undo test changes, merge in whatever pre-release has that main doesn't
Automated Linux Build #594
Automated Linux DS Build #594
Automated Windows Build #594
Pathing updates, mainly door related
guest code on codelock
heavy plate armor slows player movement
Fixed anisotropic performance regression affecting terrain perf on launch
AIManager.OnAgentBehaviourCompleted rename
UnitAttachments slot blocking WIP
Automated Windows Build #595
added a walk animation for when the player is moving slower
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Mostly navigation changes
sentry turret has laser sight
caveman sash visible after player has touched any hostile item
FOR FUCK SAKE tile highlight stuff
Physics sounds for a bunch of the new item worldmodels
Tweaks to some item ui sounds
if bed is made public it can be taken over and slept in by someone else
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plate armor recipie/armor/movement balance
phrases
Allow volume to be set on scheduled sounds
Vending machine cancels scheduled phys sounds when vending is canceled
Tiny merge fixes
merge from main/physicssounds2
store_sticks holds 100 sticks
Cannot place chairs and tables on walls =)
nope on the relaxed bear face
some world models tweaks (table and bear rug)
bear rug destroys on ground missing correctly
Buildings spawned via debug tools have their view updated to appear completed
Light cache max entry count changed to 8287
Improved light cache hashing algo
Never allow light cache cache-misses
Removed use of CUtlEnvelope (allocations) in CMatQueuedRenderContext::SetAmbientLightCube - was super slow
Automated Linux Build #596