130,546 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Added emission fresnel to xmas lights
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ice shader: screensize and edge length now factor into tessellation
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Possible horse server fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Codegen, manifest, protobuf, etc
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from shields (new branch to collect all primitive stuff in one spot for media)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restored the 2px gap between vital bars
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed player hitting their own shield when crouching and melee attacking
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a OnPlayerClothingChanged client side callback to HeldEntity
Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shield vm animator can now go straight to block from the melee attack end state
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from shred_helicopters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from monument_scenes_renderlod_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                -Ballista low poly model update
-Ballista UV's
-Ballista Materials
-Ballista WIP Textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                vendor_stats_fixes -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a bunch of issues with single entry placement after changing scaling
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Ensured everything is in local time
- Setup methods to process into 12 hour time
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed terrible scaling on stats menu
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added 12 and 24 hours options to timescale
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed clientside only entities being considered map created
Fixed being disconnected from sv_lan servers due to recent changes
Entity:FollowBone doesn't check the boneID argument if given NULL
Fixed Mega Gravity Gun not being able to pick up flesh
Remove cheat flag from cl_wpn_sway_scale
Added sv_quota_stringcmd_kick
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add bark and footstep audio to new jump anim
 
                
                
                
                
                
             
         
        
            
            
            
                
                siege tower ladders lod and x form fixes. wheels added to guide mesh
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 Reduced car radio to T1 workbench and crafting time to 15 seconds.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Stripped out the initial towing test code
 
                
                
                
                
                
             
         
        
            
            
            
                
                painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
 
                
                
                
                
                
             
         
        
            
            
            
                
                Horses dung system 
Fixed dungTimeScale convar not scaling dung production
Disabled air time temp ragdoll for now
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement wolf headress effect on wolves
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                shield 3rd person attack anim split into 3 parts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from soundmodulator_leak
Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc).
Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Avoid double-recycle of sounds when pooling is disabled
- switched to checking recycle time
it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable
Tests: none, but super-confident about the theory
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
 
                
                
                
                
                
             
         
        
            
            
            
                
                edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked emissive slightly to be less blown out
 
                
                
                
                
                
             
         
        
            
            
            
                
                set base emission to off on christmas lights
 
                
                
                
                
                
             
         
        
            
            
            
                
                Missed Medieval Barricade Texture Files
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated Medieval Barricade Textures and Materials
Updated Medieval Barricade Model to fix normal errors
 
                
                
                
                
                
             
         
        
            
            
            
                
                edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from main
Tests: none, trivial merge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from simple_upgrade