198,711 Commits over 4,140 Days - 2.00cph!
Fixed issue with non skinned mesh wearables not getting added to LODGroup properly. Also optimized LODGroup rebuilding a bit.
[D11] Disable debugcamera controls when dev tools is open
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ENT:StoreOutput() works for newer Source Engine map IO format
[D11] Disabling asset stripping in release server builds.
[D11] Stop Main Menu music when starting demo playback
merge crash fix & poster command changes
Change "persistence mode" to "persistence file" and add a bit more info about persistence itself
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[D11] Updated Trees - Complete Set
[D11] Fixed textures with differing override values.
Poster command now tells you where it saved the picture to in the console
Better documentation of the poster command when entering invalid argument count and in "help poster"
small scope entity material fix and icon update
Update server side transform on load
Set and reset flags to match existing behavior
[D11][#3893] Doubled lookat raycast radiius
[D11][#4036] Flame Turrets oriented correctly.
Send headshot rpc so sfx can be filtered out
Pass on powered water purifier sockets, volumes, broken ground watch
[D11] Fix for bug 149 causing node break effects to be missing textures.
[D11] Disables ragdoll "pinning" for chickens
[D11] Fixed debugcamera keyboard commands
merge from cinematic_tools
Replace Reserved2 with FLAG_LIGHTS const
Try fixing local player receiving headshot sfx
Rear lights now light up while braking even if headlights aren't on (are on all the time while headlights are on)
Add hitnotify.headshot convar to toggle headshot sound fx
Add player.gotosleep command for testing
Fix gas station fridge door:
- Fix LOD levels 1 and 2 not matching LOD 0 Y angle
- Add missing collider
Adjust DAMAGE_TO_GIB again
Merge MakeVehiclesDestroyable -> Vehicles
When the lift moves, since it's just an animation, sleeping rigidbodies on the lift aren't woken and clip through. Wake nearby rigidbodies manually
Add support for TriggerHurtNotChild volumes on cars to damage AI
Added an AI damage multiplier to adjust the damage specifically for AI collisions
Force network sync on destruction. Fixes new lifestate not always getting synced
Chassis doesn't usually show damage texture effect, but when the vehicle is destroyed, set the damage overlay to full so that it doesn't have nice new-looking wheels on a destroyed vehicle
Use the destroyed look material for vehicle gibs
Assign Thai's gibs to all modules and chassis types
Handle chassis health when there are no modules attached, switching out its base protection between an immortal and a mortal one
Hide Start Health on chassis since it's taken from the item
More terrain splat impacts.
More voluptuous shading on other new impact debris in general.
Strip client root on water purifier
Add prevent building volume, not in water and angle sockets to powered water purifier
Change chassis protection to simple Immortal, delete "ImmortalExceptDecay"