136,537 Commits over 4,324 Days - 1.32cph!
mortar ammunition
lods and materials
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apartments greybox progress, early facade mockup test
Rework multiple boat station warning message display.
Paddle animation updates for in kayak and using paddle as weapon
Remove hold to place timer on boat building station
merge from artist_pack_dlc
Disabled Tug boat spawns - they were the test bed which led to player built boats. Will explore reintroducing in future
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Add sidechecks to cannons to fix being able to rotate into no longer mountable spots.
Fixed incorrect settings on TC skins and xmas sled, doesn't look like it was breaking anything in game though
Added tests for checking common issues on redirects (item rarity, craftable, researchable, etc)
Default buoyancy batching to on.
Fix cannon handle spinning with buoyancy.
Fixed not able to skin space LR back into the default LR
Added a test for ensuring redirects are linked back to their source item, checks every redirect skin
Fix new scientists not working with hunting trophies
Had to add a new OverrideClothing field to the HeadDispenser as the new scientists don't have a clothing inventory
Applied same logic to eat and clear options
Harvest/Havest All/Clone/Clone All radial menu options now get disabled instead of being removed entirely if they are not available
Increase front turret rotate speed by 200 units
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Refactor Easel LOS checks
Shorten time to first LOS check
Update to Easel LOS, now checks deployable layer
Alias prop_portal_stats_display to prop_dynamic
* Fixes Portal 1 having missing elevators
Material refcount changes
* Fixed Portal 1 energy pellet having missing texture (0 ref count)
* Do not precache AR2 ball materials until used, they can now also unload on map change
* Do not forcibly precache muzzleflash materials that are not even used
Render hook changes
* Apply correct rendering matrices for PreDrawHUD and PostDrawHUD, so calling cam.Start2D is no longer necessary.
* Move calling of PreDrawHUD slightly later, so it renders in the 2D view, just like PostDrawHUD does.
* Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when PreDrawEffects is
Prevent opening chat with cl_drawhud 0 locking you out of main menu
Do not precache some HL1 weapons
Prevent gauss gun spewing about out of bounds values
set paintable reactive target culling distance to 100 from 35
fix modular boat sink sound playing again when entering range (firing it off as an effect from the server now)
WIP - script to export UI dropdown, sliders and toggles names, tooltips and values/ranges to be exported and loaded into ADX for more readable grafana/analysis.
reduce paintball gun attack/impact volume a little bit
merge from artistpack_storepage
apartments greybox progress, furnished with some readily available props and deployables for now
merge from print_speed -> main
update easel LOS from shelf
Added `printspeed` command to help measuring boat speed
Extra LOS checks for easels being blocked by deployables
More fixes and damage consistency
Component Box Ammo - Updated textures, model, materials, misc prefab setup
Collider fix for paintable reactive target