202,729 Commits over 4,202 Days - 2.01cph!

4 Days Ago
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m249 - updated weapon audio timings
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Update related monument prefabs
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Fix overlapping metal/glass colliders in shop fronts and security doors.
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spas12 - updated 3p anims to have -50 rot y on top spine control - set correct custom spine offset rot y on entity
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hierarchy generation actually applies the transforms it gathers (still adds all colliders to the root)
4 Days Ago
Add small_glass to query vis job runner, only run terrain ignore checks if rays hit terrain, bump max hits to 4.
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Chandelier, Electric Table Lamp - Added cinematic 4k textures
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Beanbag Seat - Added fuzz shader to the cinematic materials, fixed them a bit and made them the default material for the prefab on this branch
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Block spray can reskinning of ceilinglight
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Wallpaper - tweaked carpet, added hexagon tiles
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Fixed store takeover editor following the localization changes
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updated timing of world sks reload weapon anim
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PT Boat Updates
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Merge from deep_sea
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- Move recast code to the rust native project - Rust native local DLL build to test
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Beanbag Seat - Added 4K textures and materials for media
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split collider data SO out into its own file
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better default params and fixed it not actually using the target MeshFilter it's given
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More set dressing floating walkways and docks WIP
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adjust shore epsilon for terrain-water check
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Skin list update
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Fixed StudioMDL crashes due to $maxverts
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Skin asset name
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Ceiling fluorescent light is now a redirect skin of the ceiling light Power consumption upped to 2 Affects growables
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Make ClientsideModel able to be hit by clientside only traces * When using physics. Collision bounds must be set manually if model changes. Merged Pull Requests * TTT: Updated Turkish localization (Community Contribution) * Main menu: Make check box labels clickable (Community Contribution) * TTT: Set Attacker and Inflictor to usages of SWEP:FireBullets (Community Contribution) Remove extra newlines from "##### CTexture couldn't find" warning * The warning is Linux only Added 2 new optional args to mesh.TexCoord * mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional. Fixed edict exhaustion prevention affecting nextbot players Fixed some usages of HL2_DLL clientside * TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error) * mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before. * Prevents game hang, hopefully without side effects Fixed a crash with clientside ropes on props Basic implementation of clientside ragdoll gibs Prevent crash to do with CSpatialPartition invalid handles Prevent "bone write access" warnings with ClientsideRagdoll() Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped Fixed server crashes to do with Gonarch NPC Restore default FindUseEntity behavior Fixed CBaseFileSystem::ReadLine not working for workshop files Minor VPK support changes from CS:GO Fixed addon dependencies not showing due to regressive Pull Request Change ents.CreateClientRope slack param to work better Make ents.CreateClientRope despawn if any of its entities are removed Fixed Lua errors with DProperty_VectorColor when deleting editable entity Allow to give ents.CreateClientRope local vectors instead of attachment IDs FIlesystem cleanups Improved invalid model detection Improve folder search inside VPK files Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/") 64bit compile fixes
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Remove non threadsafe timeWarning from multithreaded part
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Beanbag Seat - Updated textures with colour changes and added fuzz shader
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merge from main
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merge from decor_lighting_dlc
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ContainerIOEntity now has a isLockable field Made the wall cabinet lockable
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Media assets, store page
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positioned lock empty in wall cabinet
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Wall Storage - Deleted old icon from the main assets folder (it seems to have slipped through using the old icon tool)
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package modifications - built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters - made lib editor only - compatibility changes for new version - removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
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gunshot_network_range_improvements -> main
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- Import UniTask - Run navmesh generation on a background thread - Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
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fix for double audio trigger bug
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Ensure the AK variants have the same sound range as the base ak
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logs
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Floating city scene cleanup Medical bay progress
4 Days Ago
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.