202,078 Commits over 4,171 Days - 2.02cph!
Prevent jumpnig while crawling
Server-side check for interaction while crawling. Needs cleanup so code doesn't need to be duplicated
Added 1st pass standing to downed player anim
Allow crawling players to use doors, gates, and hatches
If there are UI actions on the thing being looked at, but none of them are currently available to be shown, don't return any of them. Previously if no options were available, the first option would be returned.
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First pass animal attack dmg/rate tweaks
binoculars only show nametag pips during the day
fixed invisible nametags at certain angles
reduced nametag pop-in delay
Unique flare mat for the lasers too.
Wall laser uses its own mats exclusively, instead of sharing some with the weapon addons.
Various texture optimizations.
Laser destination point lights hover slightly above the surface for better shading.
Tweaked laser colors for better consistency with other props.
Less hazyness in clear weather.
Chase state updated to return error when no move point found, also returns running or finished depending on navigator.
Updated human designs with chase->idle transition from error/finished events.
Reapplied Cargoship VAIZ setting.
Added xalign and yalign arguments to draw.WordBox (Community Contribution)
Fixed bug with water SSRR
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Fixed errors from GetInt() when text entry contents aren't numeric (Community Contribution)
movepoint updates to prefab
renamed blendshapetests to just blendshapes
Updated blendshapes, added edit normals to shapes
Fixed eyepos transitioning from vector(0,0,0) serverside when entering a CPropVehiclePrisonerPod
Added the stations and cctv setup to tunnel entrances
computer station static (had to manually add here to work on it as original commit contains a merge) Feel free to ignore this commit when merging save to main
Entity.PhysicsFromMesh can now also accept just a list of vectors
Fixed func_movelinear regression with the SetSpeed input when called with speed of 0
Fixed vbsp crashing when loading materials due to recent changes
Replace wounded start anim so it shows crawl->incapacitated instead of stand->incapacitated
Fixed net library not resetting its internal variables on level change
Updated disco floor gradient names
First batch of achievements
Movement input, jumping and ducking will now cancel a looping gesture
Fixed sound light ambient light re-enabling incorrectly (LOD issue)
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Added new UsableWhileWounded menu attribute and added it to the code generator
Don't show interaction if interaction is not possible
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Prevent interaction while crawling (will add special cases later)
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