249,470 Commits over 3,959 Days - 2.63cph!
Train tunnel topology map tweaks
Increased train tunnel nobuild volumes slightly
Fix selected asset types getting fucked on initial filter update
Support partial type names in asset browser filter string
Add FindAllAssetTypesByPartialFriendlyName
Improved gib positioning for conditional models on building blocks (particularly stone foundation)
hard invasion ship1
Merge branch 'master' of SpaceUsurperUnity
hard invasion minion cores
reverted some changes
ball pit menu core
intro strings variety
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
octopus string variety
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AssetBrowser: Support "t:material" in search to filter by type
Added placeholder explosion effect to work cart destruction
Fixed location of npc blocking slot machine
Add rottingflies.hide admin convar to disable flies pfx
Add hurt trigger speed-based damage multiplier to the work cart
Increased proximity warning max dist from 250m to 325m
Update the dashboard monitor when the trains comes back alive from repair
Work cart is now repairable (even from destroyed state)
Fixed duplicate gibs on workbench tier 1 and 2
Static elevators now default to the go to top/bottom option (can still go floor by floor by opening the full interact menu)
Fixed go to top/bottom using the same description phrases as the single floor option
Fixed NRE in AnimatedSpriteController
Delayed when AnimatedSpriteController creates a renderer
Fixed error on non-redux stages
Hide comments when showing leaderboards in pause menu
Support an optional icon on monument map markers + add train icon on train tunnels
Cleanup create material from image
Fix assert when closing saved material from image
Subtract icon change commits, return all item icons to their previous appearance.
Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
Added some cracking noises while train barricades are being damaged by ramming, to give some outside indication that something is happening. Converted TrainBarricade script into an entity itself.
Extend the bounds to render for train tunnel maps because tunnels under the ocean were getting cut off (need to confirm if it's enough though)
Added BulletSystemMethodCall MethodCallGenerator
Added child bullet support / ECS bullet anchors for patterns
A bunch of ECS fixes
Per-update target rotation, velocity mode support
Added IsAtAStation bool to BaseTrain
Smoother operation at junctions for trains running in reverse
Fixed work carts snapping to the wrong track if input was changed right after taking a side track at a junction
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
Make sure current tool list item is active when ui is first created
Merge branch 'master' of sbox
improved stairs collider on the entrance
Rust structure models
Fixed ModelDoc crashes (caused by having . in lod/mesh names)
Prop scale fixes
Chainfence tweak
Merge branch 'master' of sbox
ListPanel autoscroll will stop if it loses focus or the button is no longer held
Add CModelMesh::HasFacesInFaceGroup, should be quicker than FindFacesInFaceGroup
ModelDoc: Material group shouldn't show materials that aren't used (ie, aren't on a mesh)
Implemented a basic "Hold key to continue scrolling" feature to all ListPanel vgui elements, such as old server browser and Hammer's Model Browser model list
Added office and break room signs
Added them to the train stops
Sign texture tweaks
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
Barricade train tunnel cells no longer spawn right next to each other