244,596 Commits over 3,898 Days - 2.61cph!
Misc code delete, mostly pcre lib
Start framing out ClassModal
Hook it all together, create new class makes a new class and saves it
Start writing persistence for custom classes
Add Attachment.IsUnlocked()
Start framing out Create A Class page in GameMenu
Fix HTTP request parameters being flipped
Merge pull request #4 from peter-r-g/peter-r-g/fix-http-request
Leaderboard backup, run #5477
Leaderboard backup, run #5476
Mark every single building block mesh as read/write enable (NOTE: this cannot be merged to 2019!)
Merge from dof-leaking-fix
Leaderboard backup, run #5472
fix sound error when firing attack heli rockets
Leaderboard backup, run #5469
v_mp5: the fire_hold layer now slightly shifts the fingers' grip too
Add `GameUtil` class
Implement `Container.Add()`, `Container.FindFirstSlot()`, `Container.Move()`, write docs & import them using <include ...>
Docs, make WeaponAttachmentComponent abstract
Disable unsupported attachments instead
WIP Attachment Mods -> USP RMR, USP Suppressor, MP5 Rail
Leaderboard backup, run #5466
Add shader to InstancedScheduler (2021 prefabs not compatible with 2019)
Copy meshes into the single geometry buffer via a shader to deal with meshes with Read/Write disabled
Add UIGlobals, UIGlobals.MenuScale and UIGlobals.GameScale. Scale up respective root panels on Steam Deck
Update InputHint when device changes, fixes controller glyphs
Update input action binds for gamepad
SteamInput: fixed left trigger action being bound to right trigger
Input: fixed AnalogInput being incorrect for right trigger
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changes to anim input and transition speed
added freefall chute open left & right to player animator blendtree
Fixed some ticketed FX issues on the Oil Rigs.
S2P'd both.
deleted homing missile launcher world model rig fbx as it isnt needed
edited homing missile launcher entity prefab and override controller
trash_pile_a initial commit
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Added dof_squeeze and dof_barrel convars to control anamorphic bokeh
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Added anamorphic bokeh squeeze and barrel distortions
Hammer: asset spray randomize material groups
Model path collapse can be undone
Some documentation for the new API
gingerbread building skin models/LODs Gibs and colliders
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manual merge from mirrors branch (2020), need to fix shader compile error before I can test prefabs