143,093 Commits over 4,383 Days - 1.36cph!
Disable static prop physics scaling for this beta
* This vphysics version really doesn't work well
Remove duplicate m_flTimeWeaponIdle in prediction table
Remove obsolete strings from garrysmod_english.txt
Minor cleanup
Limit render.ModelMaterialOverride to non depth passes
* render.ModelMaterialOverride will no longer override current override type
Fixed prop spawn effect in depth pass with parented props
* bonemerged weapons on NPCs was breaking depth pass
Fix DrawModel call arguments in base game Lua code
* Nextbots, SNPCs, TTT SENTs, some other bits
merge from main -> cpu_batching_submesh
Remove duplicate m_flTimeWeaponIdle in prediction table
Remove obsolete strings from garrysmod_english.txt
Minor cleanup
Limit render.ModelMaterialOverride to non depth passes
* render.ModelMaterialOverride will no longer override current override type
Fixed prop spawn effect in depth pass with parented props
* bonemerged weapons on NPCs was breaking depth pass
Fix DrawModel call arguments in base game Lua code
* Nextbots, SNPCs, TTT SENTs, some other bits
Possible fix for scene losing its reference to the height texture when running S2P with terrain lowering
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Explicitly request linear colours for R and RG render targets
hooked up industrial pack as steam unlock not the furnace
temporarily disabling physics.setbounds due to it breaking almost all collision in unity version 6.3.X - returns and logs a warning instead
Industrial torch - Added initial idle test + bespoke animator (ready for new anim set)
Industrial Storage - LODs and gibs, small texture update
Fix TestCooking item leaks
Fix female swimwear clipping with trousers
Merge from lod_baker_multiple_source_meshes
Updated LOD Baker's baked textures' naming conventions
Updating pilot hazmat burst cloth constraints iterations
Added tint mask for apartment trims
vanity_cabinets_a lod0
initial pass on texture and material
including paint variation
Material changes, visual polish
first pass of dart projectile prefab, with lerping animation curve movement (clientside only rn)
connected all parts together usin the board entity as the middle layer with RPCs
(controller -> board -> reticle -> board -> dart -> board -> controller)
updating kiosk with more dirt & interior shelves. Ran into a problem with decal signs not showing up. Submitting for Hannah to check
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Change `renderer_submeshes` convar from 1 -> 2 but keep it scoped to only work with RendererBatch components that specifically enable AllowSubmeshes
- allows batching on container to be toggled by changing `renderer_submeshes` convar
added base decor pack sitem as required item for storage barrels in their steam item files
industrial large furnace - added gibs, updated collider, set max texture sizes for baked lod
penthouse apartment plaster WIP
Source updates - added conditional meshes to vest and legs. fixed some clipping issues on pants and shirt geo. Updated bdu and ballistic item prefabs
exported 3p drop/pickup item anims
merge from electric_furnace_emissive branch, set electric_furnace emissive to maximum of 1 and tweaked emissive texture to compensate
sprays and emojis for industrial
Merge from 3p_spectator_improvements
Fixed launch site terrain
merge from workbench_upgrades
Diving wetsuit male and female adjustments
Request linear color space for render targets in UnderwaterPostEffect
merge from FireRate_Tooltip
low fences LODs and updated prefabs
First pass on vehicles affecting navmesh
merge from radtown_1_lightstuff
Fix VM camera animations on mortar