243,415 Commits over 3,898 Days - 2.60cph!
Setup random variants to roof's bottomline prefabs
VR texture submit supports full depth submit (but we're not passing depth just yet)
Pass depth buffer to submit
Test for TypeDescription.Create<>() with forbidden constructors
Don't allow TypeDescription.Create<T> for types with forbidden constructors
Remove locked crate icon from map when any item is removed from a hacked crate
Add slider to control brush spacing
Add paint.brushSpacing convar to control it from binds too
Patched up some collider gaps you could shoot through
Brought in wall colliders a little to allow things to be placed inside easier
Shelter:
Prevented building infront of door
Ensured cant be placed on tugboat
Ensured can't be placed inside constructions
Ensured can't be placed inside monuments
added handikDisable curve for revolver deploy and reload anims so the lefthand is only linked to the gun when desired
Ensured shelter isnt stackable.
Made shelter easier to place.
Small backpack art, cherry picked from
90436 (wrong branch)
Citizen/animgraph: reverse the orders of "lock when waned" in the landing animation groups
Merge Pull Requests
* Added math.tau
* Added option to force override child tables in table.Merge
Update TTT
Added Turkish translations
Merge Pull Requests
* Significantly improve the performance of SortedPairs
More clean ups
Player:SetPData transition to use SteamID64
This change is backwards compatible and will eventually convert all data to use SteamID64 keys, instead of UniqueID.
Clean ups
PLayer:SetPData transition to SteamID64
This is backwards compatible and will eventually convert all data to use SteamID64
assigned correct world model to trophy 2023
exported edited melee idle pose to match the pistol pose
DecalRenderer component assumes we're using the new decal shader, has some settings
Add decal test scenne
Add some simple decals
Add decal prefab
Simpler decal shader
Add SceneObject.Flags.NeedsEnvironmentMap
Ensured water catchers, furnaces and oil refineries can't be shot through.
Merge from main -> oil_rig_radiation
Tweaked MemberAccess test again
Fix possible NRE in TypeLibrary.GetType( Type )
Simplify TypeLoader now that System types are in TypeLibrary
Better fix for TypeLibrary tests
w_revolver reload - removed root bone in mask
set 3p rifle anims to use new avatar mask
merge from fix_default_binds_repeating
merge from fix_cached_browser_modded_tags
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merge from Legacy_Furnace
First pass at adding allowed System.* members to TypeLibrary
Update MemberAccess test for system types
Fix TypeLibrary.GetType<T>()
It could return a random type that extended T, instead of T itself.
Fix asking AccessControl about MemberInfos
Fix TypeLibrary tests that assume a new library has no types in it
Significantly improve the performance of SortedPairs (#2015)
* Improve sortedpairs performance
* Fix Keys typo, styling consistency
legacy item lighting setups
If not host broadcast otherwise send directly to owner
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer
Created Secondary Icon for Confetti Cannon
updated world model prefab with necessary world model scripts
Citizen: reduced the lean in the sprint forwards animation clip by ~20 degrees
deleted hachet anims from testanims folder
added ik target to revolver.entity
lr300 wm reload- removed root bone in mask, ik target curve adjustments for deploy and reload
Clean up ActionControlWidget
changed LODs, LOD3 is now baked down
2 materials to 1