252,937 Commits over 3,990 Days - 2.64cph!
Merge Snowmobile -> Aux. This should fix Aux breaking whenever the server restarts.
Fixed snowmobiles not loading correctly from save. Should fix Aux servers breaking on restart.
some string tweaks
claw attack happens only once on normal difficulty
Asset recompile
Update Controls page to show binds with Input.GetButtonOrigin
Asset recompile
Initial support for controller analog triggers
Right bumper as an alternative jump button on controllers
Diverge if final progress doesn't match reported value
Error reporting string tweak
Only have camera merge dist option in debug builds
Fixed co-op single camera option
Added and assigned separate AI design files for bear/polarbear.
Reduced regular bear aggro range.
merge from /PolarBear rawr
manifest + spawn populations
Bear slightly less aggressive
Polar bear corpse yield slight buff
Update .addon
Generate new fgd, remove old
Asset recompile
Added Asset.OpenInEditor()
Added AssetSystem.FindByPath( x )
valuechanged signal
Filter in icon picker
Different editors for map and gamemodes
Select last selected addon
Fix setting chaperone to NULL causing an error
Add Archers to list properly for Watch Tower + update process methods
Ensure trebuchet does not attack own units
Pass owning player into trebuchet projectile
Fix orientation of bomb model
Simplify IDamageable
Units will no longer change formation during attacks. Units will not move or attack for 0.5 seconds on spawn. Units will not move toward any kind of formation if it would be outside of the range of attack. Added EggFlags.Invulnverable. Gate archers are invulnerable.
Added polarbear.corpse (fixes crash when spawning polar bear ragdoll)
Fix for two polar bear meshes spawning
Fixed base.fgd not being written, fixed Hammer inputs not having their descriptions in the fgd
Bears no longer spawn in the arctic
Polar bears spawn setup - only in arctic
Polar bears slightly higher health and hit harder
manifest (fixes spawning)
Added WaitingForOpponent stub display
Tag asset type images under tools
Fix small regression with InputBuilder Pressed/Released not working after calling Clear()
Remove VROverlay from update list if it's handle is 0, don't think the weakref was freeing fast enough
Temporary hack around positioning of VR Overlay Panel until fixes are made
Map addon template
Stop menu sliding animating open
Add map addon as an option
Don't generate csproj for map addons
merge from MilitaryTunnels_fixes
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Auto upgraded .addon
Stub match summary VR overlay panel
Show Match Summary on game initial load for testing
Automatically hide Slingshot if SteamVR is rendering controllers
Fix error with Player constructor
Re-compiled materials / models
Test VR controller input on Match Summary panel
Update Steam file exclusion so some pngs from base addon end up in steam build - fixes missing ui / asset files
Don't add null RnMesh or RnHull to physics body desc
S2P arctic base to apply AI prefab update changes.
Extra asset import ignores
Fixed assets not available until restart when enabling addon
Update engine.fgd
security_light - lod0
Merge branch 'master' of sbox
Hammer: Allow changing of dota tile grid cell size instead of hardcoded 256
Move render entities and remove clothing code. Update to use player customized clothing assets.
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Improvements to smooth out AI state transition movements, especially when leaving cover.
AI prefab update.
Add AnimEntity.SetAnimGraph to override animgraph
Add a LOD disable to all sprays
Reimplement push shape data to buffer
Flush data after encoding it rather than on frame start, header cleanup
Added two new server convars: global.SprayNoAuthDuration and global.SprayInAuthDuration
Spray timeout will be set based on whether the player has TC auth using the new convars
Rigged up the new snowmobile animations (except fuel gauge)
Merge Snowmobile_Meshchanges -> Snowmobile