200,695 Commits over 4,171 Days - 2.00cph!
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Finished northwest terrain
Junkyard area.
Base height fix.
Make sure contenticon.lua is identical on main compared to github
Remove the old Portuguese translation file (it was renamed)
Added the missing TTT translation file (Português (Brasil))
Updated TTT: Changed a bunch of default values for convars (Community)
Backup (broken base height)
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Merge from terrain_shader
Metallic version of ApplyTerrain
Junkyard WIP
Junkyard Mounds material uses specular shader instead of metallic. (Was being fed spec textures, and had inconsistent spec with terrain)
Moving to SampleTerrain methods.
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Disabled Ridable Horse and MotorRowboat population - issue with purchased population counted towards wild population causes populations to be destroyed on initial server restart
Fixed yet another issue with Entity.Fire
Fixed a bug with ENT:TriggerOutput when deleting single fire outputs
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Implemented material conditional tests for GPU level from L4D+ games, assuming GPU level 3, reduces console spam and should fix certain materials looking wrong
Added !player_blue and !player_orange procedural entity names (equal to !player)
Made the 2 Portal 2 DLCs also mount with Portal 2
Added WeatherPresetType.Cinematic (never triggered by the automatic weather system, but can be loaded with weather.load)
WIP Satellite dish level refresh
Added movieprops folder and tumbleweed prop for Paddy's trailer
Updated Terrain shader includes
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Send replicated convars in ClientReady to ensure the level has already been loaded on the client (cc rohan, please double check)
hunger & tiredness
protobuf
Redesigned Airfield outdoors to make nicer road connections to rest of the map
Added some trail path connections to trainyard
Cleaned up pine source files
reduced wetness from rain
Added wetness_rain and wetness_snow convars to adjust how wet players get
Climate.GetThunder NRE fix
reduced range of bandit sentry
Remove unused Spawnable component and unused phone booth population convar to prevent phone booth duplication
Changed phone booth layer to world
Stables menu background video
added phone to compound sell orders
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Junkyard v2 & broken prefab fixes. WIP.
Fixed typo in name field tooltip
Fixed taxi module kick button not working when looked directly at from the seat of an armoured module. This required a refactor of CheckLookingAtVisible to find a shared vehicle base parent.
Icebergs & loot spawners along new north coast.
Merge TaxiModule -> Main. Removes the gap between modules when connecting a taxi module behind an armoured one.
Merge from demo_toggle_nvg
Merge from elevator_block (elevator power usage is now 5 all the time, forgot to merge this earlier in the month)