254,390 Commits over 3,990 Days - 2.66cph!
Add debug print outs for steering
Fix the fix that fixes a fix relating to net messages and Lua ents clientside
Minor cleanups
Use ints, not shorts for leafs in map compile tools
I think this affects VRAD only, fixes warnings/issues on some complex maps.
Rearrange the 2 default spawnlists to have props more logically grouped
Do not try to render and save icons for models without meshes
This mostly applies to character animation files. They will appear as "ERROR" models.
Fixed auto generated spawnlists from mountable games disapparing on reload
They were incorrectly having AppID and not the "folder" set as "needs app".
Moved "Delete multiple" items in spawnmenu right to the bottom
This is consistent with normal spawnicon right click item order.
Fixed selecting text in spawnicon editor only working on second try
Lost coast spawnicons & spawnlist
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BufferedHashSet: Add removes from removals queue & Remove removes from additions queue
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improved sks shader settings and textures to improve shading of the sks
exported blunderbus viewmodel wip animations
added 4k textures and materials for blunderbuss
Update to new project layout
Move player controller stuff into library
Libraries can access base addon
blunderbuss world model and lods
initial prefab setup
Expression graphs can have signals
Means they can use variables, and control flow like conditions and loops
magazines seperated for USP and M4
Fixed submarine windows ignoring new fog parameter
Fixed issues with rigidbodies. Increased target throttle
Very simple implementation of slide release blocking the weapon's ability to fire
Control flow nodes inherit async from body signals
Input / output signals can be synchronous or async
Got simple expression graphs working again, now with signals
Automatically hook up input -> output signal for new expression graphs
Fix version 7 upgrader
Fix expression subgraphs
Failing test for expression graph using async
Use a dummy Signal type for all signal parameters
Basic test for async in expression graphs
Test for control flow async
Control flow nodes inherit async from body signals
Can customize recoil values
Add more USP sounds
Integrate grab point events
Add PointInteractabvle.ResetOnRelease - good for the USP's slide
Push slide release system
Added function to print material property blocks
Also tracks registered shader uniforms (as MPBs don't tell you what's in them)
Fixed TreeLOD so that continually setting shader values now works (didn't due to changing 'CurrentDistance' value)
Test for control flow async
Imported Small Rubbish Skip Prop
Added Textures and Materials for Small Rubbish Skip
Setup Small Rubbish Skip Prefabs, LODS and Colliders
Update first_person_arms_adjustments.vsubgrph
Fixed vendor recreating itself
Merged main into electricity_power_fixes/2/doorcontroller
Door controllers now pulseable like before by buttons or pressure pads to quickly open/close a door
Rename Hardware -> SystemInfo, add ProcessorCount
added pickaxe to ref models and to scene
Fixed door controller not deployable on shelter doors
VTEX_InitCreationDescFromHeader: check for nullptr
Can specify mixer, mixers process their child mixers
Save mixerhandle using Name and Guid, so we can fallback if one changes
Mixers can turn off specializing, distance attenuation, occlusion, air absorption
Can change default mixer
Split CutoffSlope into CutoffSlopeInitial and CutoffSlopeRepeat
Tutorial hints + tutorial resource
Spawn gizmo
split up smg to material id parts