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Unmount/Re-mount Vpk After Map Compile (#1309)
* Initial commit
* Test mount/unmount VPK methods
* Remove file extension when passing to Mount/UnmountVPK
* Use ChangeExtension instead as apparently this preserves the path...
* Fix IsVPKMounted check not working
* Fix docs
* Use correct log channel
* Rename to OnPreCompileFinished + OnPostCompileFinished
assigned correct double height material to standing mirror
Separate teleportEveryone2me, teleportSleepers2me, teleportNonSleepers2me commands.
mirror_material double height for standing mirrors
Setup hatchet & pickaxe for single weapon racks
Fixed single weapon rack gibs.
pacifist heal / assassin upgrades
Improved single weapon rack placements.
merge from fix_codelock_rpc_distance
merge from spooky_speaker_io
merge form base_decor_DLC
Fixed weapon racks not drawing bounds in the editor correctly.
Add SceneMode.OnSoundEvent
Add SceneModel.OnGenericEvent
Fix CUtlString copying crash in animevent_t
AnimatedModelComponent Footstep Event, DropObjectOnFootstep example component
Add SceneModel.UpdateToBindPose()
Add SceneModel.OnFootstepEvent
Update FootstepEvent
Give citizen foot_L and foot_R attachments back, so footstep events work
Put ActionJigDebugger in its own file
Updated Storage adaper ignores for storage barrels
Hidden storage barrel A
Improved Storage barrel B C placement (still needs some tweaking)
Improved Storage barrel B C storage adabpter locations
Fixed unable to place storage barrels on certain building grades
Fixed floating storage barrel
Stoage barrel icons
merge from base_decor_DLC
Leaderboard backup, run #6893
Fix CameraPhysicsDebug start pos
Use BodyGroups selector (I hate this)
Add CSceneAnimatableObject.SetBindPose
More keyvalues binds
Disable a ton of anim events (until someone tells me they were using it)
Anim event callbacks
Fixed MeshTerrainRoot running on server
Find scrap and find metal blade tutorial steps will now accept any already in the inventory
Lower height of starter base, easier to get into without requiring jumps
Ping the campfire for the ignite stage
Fixed negative collider size on fish trophy
Remove door from the dock
Clean up more old spawners
Pull metal ores out of cliffs
Show pings for kill chickens mission
Split out stone nodes so they're not intersecting regular cliff geometry
Added loot barrels, more trees and some stumps
Better align map marker
Clean up loaded grass on the client
Fixed inventory rotation getting applied to wanted poster shots
Adjust refresh rate to 1s
Add "wantedposter.autorefresh" convar
If set to true, when a wanted poster is assigned it will regenerate that image every 5 seconds for faster visual iterating
Fixed bear not spawning correctly
Fixed rotation of map icon
Manually place hemp on tutorial island
Fixed navmesh generation errors
Goalie Gloves adjustments + Black Rubber Gloves
Also some adjustments to the skinning of the chef shirt!
football shirt variation
Football shirt version of the Standard shirt + scifi armour colour variations
Remove unused poster prefabs
Added some precautions to prevent the inventory screen affecting the screnshot process
Adjust wanted poster sizing to fit new models
Cherry-pick more signal light changes -> Aux2
Allow jackhammer to be repaired inside the workbench for free
Add `ItemModRepairable.canUseRepairBench` to control which `ItemModRepairable` can also be repaired in the repair bench
Play the air sound effect when it is repaired
Updated VehicleLight script colours
Undo accidental GameUI commit
Minor edit to train signal lights, differentiate a little more between yellow and red light
Cherry-pick new train signal light FX -> Aux2 (not merging rail_network_link directly as it recently merged from Main)
Merge TrainSignals -> rail_network_link
merge from DroppedItemsOnVehicles