200,680 Commits over 4,171 Days - 2.00cph!
Diversity pass on weather profiles.
Rainbow prefab application.
Separate the engine start/run/stop code out of modular car so it can be reused for workcart
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Manifest and protocol update
Some more optimization
Disable updating on the player preview when it's not open
Final rainbow effect & files
Get rid of player model collisions (too slow and could barely see it working properly)
Fix back side glitching out when looking up at the sky
Drop iterations down to 1 (from 2)
Train tunnels / overpass update / added double track curves
Make cloth only collide with players instead of anything with a HitboxSystem (animals, NPCs)
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Fixed not resetting LightmappedGeneric's shader const 0 (basetexturetransform) between renders, resulting in it affecting materials which do not have basetexturetransform set
Added activator & caller arguments to Entity.Fire, both default to NULL
Switched base_entity:TriggerOutput to use Entity.Fire so it uses the internal engine event queue system
Added rainbow support (currently disabled on all weather presets)
Fixed low thunder probability values disabling stormy rain and snow effects (any stormy weather should use these)
Fixed Hoverball corrpupting vector_origin (Community Contrib)
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Protobuf gen, manifest, network++.
The first 3 weather seeds in the editor always yield clear weather
Merge Main into Experimental
Merge the latest from Main -> Experimental
Early exit for weather.load / reset / report if climate instance is null
merge from Halloween_2020
Weather type percentages / chances are all synchronized with replicated convars, can be adjusted on the server
Merge the latest from Main -> Experimental. Had to remove a couple of DLLs temporarily
cherrypicking Petur weather commits to weather2
Save the animation out if stopping mid-demo while using the PlayAndRecordCamera command
Fail gracefully if the animation file can't be found when using PlayWithRecordedCamera
Fix NRE in when disabling MainCamera
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