146,266 Commits over 4,444 Days - 1.37cph!
cinematic animator updates
industrial garage door;
- fixed busy state model popping with the finished states. Should now be seamless between states.
industrial garage door;
- colliders fix
Glass AR - blockout mesh, initial prefab setup
merge from fix_steam_nickname_team_cache -> main
Listen for steam name updates via SteamFriends.OnPersonaStateChange instead of trying to clear cache every 30s after startup
- should prevent issues of cache being stale for ~5m sometimes making the issue more confusing
- still clear cache every 5m to be safe
Fix team nickname cache not being invalidated when adding/removing teammates or changing team
- I think this is the source of a lot of the weirdness: NameHelper caching names before you join their team on the server
stool A, B , C, D col shape improvements
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merge from fix_prevent_building_monument_scale -> main
exported updated 3p jump north animation
Bunch more rework/refactor
Cherry picking commits from ai_recast_integration
reduced physics log level from "verbose" (the default) to "default" (which isn't the default)
- also disable OnTriggerStay event generation because we don't use it and shouldn't
Some UI refactor, dedicated prefabs.
More cleanup, add convar to toggle free scrap/power up.
removed unneeded stuff for FakePlayer
Updating ghost sheet to fix burst cloth stuttering
exported updated 3p sprint animation and edited dragon launcher backpack holster position
Merge from .../batch_renderer_group
Added new sounds for the bowless crossbow
Industrial Torch - Updated model, added placeholder textures, redefined material separation and on/off setup, removed old meshes and materials
Russian roulette prototype wip
- Show cue
- Add line renderer to show where you're aiming
Fixed missing transparency in apartment interior trims (for steps)
Fixing FPBuild path var in unity tests step in Jenkinsfile
merge from PlayerRigUpdate2/asset_cleanup
Delete old player textures
medium apartment collision
delete hair cap calibration mats - easier to calibrate in realtime now we can release material blocks
Add profiling. Showing approx 0.08ms per table when bodies are moving
Updating female skinning and cloth sash
Revert some changes to VPC files from x86-64
* I have done it again. Move some DLLs back to garrysmod/bin/ again.
Reduce verbosity of the new codesign tool
Remove 64bit client launcher from SRCDS package
merge from version_log_server
merge from traintunlightfixes
merge from cargoshipfixes
merge from terrain_lowering_nms_large_cave
deleted duplicated old reference prefabs
Slightly expand and shift the CaveNetworkGroupLayerOverride at silo to fix a remaining problematic sight line
S2P NMS
Deleted old hair assets
Deleted old hair sets