130,379 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fixed battering ram back door flickering
                
                
                
                
             
         
        
            
            
            
                
                Adding split fbxs for battering ram hardware rig
                
                
                
                
             
         
        
            
            
            
                
                Add an additional null check when removing instances
                
                
                
                
             
         
        
            
            
            
                
                dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
                
                
                
                
             
         
        
            
            
            
                
                mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
                
                
                
                
             
         
        
            
            
            
                
                Updating battering ram rig hierarchy
                
                
                
                
             
         
        
            
            
            
                
                fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
                
                
                
                
             
         
        
            
            
            
                
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                 merge from qol_report_server_rules
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from workshop_scene_update
                
                
                
                
             
         
        
        
            
            
            
                
                Updated knight armour dlc materials and textures
                
                
                
                
             
         
        
            
            
            
                
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                Merge from magnetcrane_deathscreen
                
                
                
                
             
         
        
        
            
            
            
                
                Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check)
Enabled on advanced xmas lights
                
                
                
                
             
         
        
            
            
            
                
                Updated invisible admin cube + wall so they can be removed using ent kill
                
                
                
                
             
         
        
            
            
            
                
                Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
                
                
                
                
             
         
        
            
            
            
                
                Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
                
                
                
                
             
         
        
            
            
            
                
                Added magnet crane avatar icon for death screen. Updated entity with prefab information.
                
                
                
                
             
         
        
            
            
            
                
                merge from hexagontile_kill_fix
                
                
                
                
             
         
        
            
            
            
                
                Disabled saving on hexagongrid.entity
                
                
                
                
             
         
        
            
            
            
                
                Improved projectile hit handling for shields
Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first
Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
                
                
                
                
             
         
        
            
            
            
                
                merge from socketmod_handles
                
                
                
                
             
         
        
            
            
            
                
                Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
                
                
                
                
             
         
        
            
            
            
                
                Fixed melee vm hit block animations not playing
                
                
                
                
             
         
        
            
            
            
                
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                Updated muzzle boost description
                
                
                
                
             
         
        
            
            
            
                
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                Merge from delete_entity_by_id
                
                
                
                
             
         
        
            
            
            
                
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                Merge from fishtrap_restart
                
                
                
                
             
         
        
            
            
            
                
                Merge from clearUGCByPlayer_fix
                
                
                
                
             
         
        
            
            
            
                
                Merge from version_auto_printout
                
                
                
                
             
         
        
            
            
            
                
                Run the version command on client startup
                
                
                
                
             
         
        
            
            
            
                
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                Fixed weirdness when applying a door to the Siegetower
                
                
                
                
             
         
        
            
            
            
                
                merge from clientserver_entityfinder_tool
                
                
                
                
             
         
        
        
            
            
            
                
                Minor emission consistency tweak between the two variants.
                
                
                
                
             
         
        
        
            
            
            
                
                Brightness scaling material fix.
Naming cleanup.
                
                
                
                
             
         
        
            
            
            
                
                Finalized update.
Texture optimization.
                
                
                
                
             
         
        
            
            
            
                
                FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
                
                
                
                
             
         
        
        
            
            
            
                
                - Integrate clouds with WeatherPreset/Climate. Cloud configs transition with weather. Randomly chosen from list of configs on WeatherPreset or default list in Climate. Presets can also include a storm/overcast region.
- Weather map scrolling uses EnvSync time
- Some other adjustments
                
                
                
                
             
         
        
            
            
            
                
                Fixed a crash with ConVarExists
                
                
                
                
             
         
        
            
            
            
                
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                Remove last 3 parameters of engine.WriteSave
Hide mat_surfaceid and vgui_drawtree_panelptr
Fixed player ragdoll forces always being applied to center
Now applies forces to the physics object that was shot.
Added timedemo and related convars/concmds to blocked list
Add a hack to ensure engine.CloseServer works from start up