249,508 Commits over 3,959 Days - 2.63cph!
Add card deck with transparent backgrounds
updated light model/material stuff
Merge branch 'master' of sbox
Removed non-spawning roadsigns from the autospawn folder
Added some nullptr safeguards to C_ServerRagdoll::TestCollision
Fixed bow/arrow material
testmap 2 tweaks
Added sv_location convar, which is used to set a custom flag icon for the server in the server browser (a filename of materials/icons16/ without the extension)
The default server browser now uses the connection address to connect, not the query address
Adjusted the server info area to show the full server name if it is too long, and fixed player list sometimes appearing broken due to long player names
Settings menu vertical centering, parent player join UI to level select
Fixed main menu navigation on Switch
Fixed settings element scaling being broken when first opened
HUD scaling for Switch
Game over / victory screen scaling
Fixed progress bar / timer being visible during game over / victory
Game over scale tweaks
Pause menu scaling tweaks
Fixed being able to hide the pause menu while still paused
HintDisplay now respects pivot
More pause menu tweaks
Updated dm_testingmap_01
added weapons spawns
Created dm_testingmap_02
Map for DM;
Weapons and Spawns ready
Refactored a bunch of start/stop AI design functionality. Server now tracks the designing entity too, clears it on disconnect.
Updated Button test map
Improved layout and visibility
Merge branch 'master' of sbox
rust materials tweak/fix
Merge branch 'master' of sbox
Further ice sheet improvements
Added a label about where sprinkle definitions are stored
large warehouse shadow proxy tweaks
even better powerplant road connection
one more roadside junkpile fix
More restrictive placement for the roadside car wrecks (this doesn't fix spawning on top of each other)
moved all tunnel entrances within monuments to be in the correct range for vertical movement
Bind LocalVelocity
Entity MoveDone, MoveBlocked callbacks
Added ModelEntity.MoveTo
Implement string.ToType for Vector3 and Angles
Create FuncDoor.cs
Undone debug messages
Merge branch 'master' of sbox
Fix dev hotspot normal map
SoloSub update
updated mesh and lods - separated windows for their own transparent material
resized textures
added gibs and completed collision meshes
Added Button Test Map
Added variety of buttons, set up in multiple ways.
small warehouse shadow proxy tweaks
various roadside junkpiles fixes
Removed some debug logging from AiLocationSpawner
fixed gap in sewers_shrink block mesh
fixes for junkyard portacabins, outbuilding draw distance
Moved the CH47 patrol logic out of base patrol state.
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Fixed card bone attachment. Cards now move correctly with the hands
detail colliders for the satellite dish stairs
eliminated the bug dance with terrain by flattening it all the way, heightmap really isnt precise enough to cope, boosted the draw distance of the sewer blocks as a result
removed the mirror like bit on the optical part of the dish
fixed the road floating (see line 2)
Fixed satdish sewer entrance doors and door segment culling too soon
fixed chainlink fences and brick walls distances being fucked from previous batch editing
fixed static workcart ladders
better road connections into powerplant
fixed dredge_body prefab shadowproxy being visible
reduced wind intensity on groundplants material
Make contents of this addon available to client download
Fixed getting 2 pistol ammo every time you walked into a trigger :S
Merge branch 'master' of dm98
TickPlayerUse
Minor edit to use IsValid
Code review fixes
Remove generator implementation of GetEnumerator in BufferList and ListHashSet (returns boxed enumerator struct instead)
Change the placeholder cards on the viewmodel to large versions
Set playing card UI shader to match the base view model