202,101 Commits over 4,171 Days - 2.02cph!
sub spawning setup at boat vendor
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Initial custom nav support
Bone manipulations do not inflate player/npc render bounds as much
Fixed any bone manipulations breaking entity's render bounds, now render bounds will be only enlarged if a bone is manipulated outside of the original model bounds
merge from submarine ai (no spawns)
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Completely disable CHudHintDisplay and CHudHintKeyDisplay as well, since they are also not used in GMod
gmod_camera's zooming is now tickrate independent (Community Contribution)
DungeonNavMesh now works with multiple instances
fixed accidental fog change while troubleshooting
TTT: Updated language files
Stop the crosshair color going white if the player's FOV is < 90
Completely remove CHudDeathNotice as it does nothing in GMod
Fixed SWEP.AccurateCrosshair not taking into account worldclicker aim and sometimes hitting the player entity itself
Hammer: Added "Allow physgun" and "toolgun whitelist" keyvalues to func_lod
FIxed prop_vehicle_prisoner_pod (Sandbox Chair vehicles) forcing FOV to 90
Fixed a potential material refcount issue when binding materials in CMatQueuedRenderContext
Potential crash fix in CMatQueuedRenderContext::Bind
Swamp a,b,c now uses the same Fog FX that is used at the bandit camp - no longer lit at night from 400m
S2P Swamp A,B,C
Really take care of npc_barnacle crashes when something deletes its internal physics objects
Added prevent building volumes to underwater lab prefabs
merge from misc_improvements
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
modded folder organization (will break paths)
Adding a bunch of commonly requested and missing objects
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
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Fixed incorrect main ladder placement and missing pool ladder volumes in module_1200x1800_ladder_moonpool
Fixed underwater fog no longer disappearing inside underwater labs (introduced by environment volume change in 63133)
Made underwater_effect admin convar also disable underwater fog
Added UnderwaterLabs environment type to all underwater lab prefabs (to detect when their map has to display)
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Increase submarine throttle/max speed
Allow faster steering adjustments in the submarines
When mounting a sub, always fill the driver's seat first
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- Fixed submarine physics behaving incorrectly (jittery, didn't maintain depth) if the submarine was spawned instead of pre-placed in the scene. The trouble was script execution order, specifically the submarine's tick happening after the buoyancy tick.
- In solving this, moved the FixedUpdate tick on all mountables to use a single real FixedUpdate call from ServerMgr. Should improve performance (will test soon).
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