249,466 Commits over 3,959 Days - 2.63cph!
Fixed single frame buoyancy issue when a corpse spawns in a WaterVisibilityTrigger
NPCDwellings now filter out and add their own dynamic cover/move points if validated
Improved HumanNPC aiming behavior
HumanNPCs no longer bunch together at the same cover points
Fixed lack of impact effects in WaterVisibilityTriggers
Profiling
Browse > Games now also refreshes when a game is mounted or unmounted
You can now open the workshop addon directly from Spawnmenu > Browse > Addons
You can now right click on any folder in Spawnmenu > Browse > Games to quickly generate a recursive spawnlist for that folder
Added DTree_Node.GetExpanded
Added DTree_Node.OnNodeAdded( newNode )
Fixed an issue with DTree file folders where adding folders to an open node would not populate the added node unless the parent node was collapsed and then expanded again
Added side tracks to stop transition pieces
merge from noise branch and some improvements
Reduce shotgun reload time
Gamemode title
Use ClassInfo.Title for gamemode title in rich presence
Also provide gamename
Move DebugOverlay to Utility/
Don't add yourself to the friends list
DebugInfo on friends list
Remove debug
Fixed NRE when sending replicated vars with NULL values
Network the server's lobby
Merge branch 'master' of sbox
Fixed AddonInformation.File not being set for ISteamUGC addons
Create models for each modular vehicle part
removed window from workcart door so the door can be interactable.
oilrig/junkpile design updates
wip listen senses and noise sources.
Reapplying
58855 since it was probably not causing any problems after all
Fixed OnReloadFinish not being called on predicted player
Shotgun partial reload animations
Hide HUD if devcamera is active
Take Ammo from SMG on fire
test ammo
pump shotgun
Network TimeSincePrimaryAttack,TimeSinceSecondaryAttack
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Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
Spawn up to 20 tunnel entrances
Fixed bug in PlaceMonumentsRoadside and PlaceMonuments scoring mechanism that would significantly break min / max distance modes
Added additional road type modes to PlaceMonumentsRoadside
Better tunnel entrance road nodes for slightly more distance to the road itself
Slightly better tunnel entrance splat map (still programmer art)
Skin shader compiled objects
nightmare medal times
hard intro cores
hard octopus cores
Merge branch 'master' of SpaceUsurperUnity
Move drone/modular vehicle into entities/, lowercase filenames
Added Camera.Deactivated
DevCamera adds devcamera class to HUD when activated
Hide HUD if devcamera class
Remember devcamera overlay status (per session)
Merge branch 'master' of sbox
Better tunnel entrance terrain anchors
Better grid snapping for dungeon entrance
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
Two new red keycard locations.
Inner Site C keycarded.
Setup assets for more existing gestures
Holster the current weapon when starting a gesture and deploy that weapon at the end of the gesture
Added support for specifying the layer of a gesture
Fixed up some misconfigured animations on the player animator
Comment out the hazard code for now until I fix a next/prev track stack overflow bug
Adjust work car speeds again
Slow down the work cart top speed
Fix badly aligned Workcart cabin colliders
Work cart driver takes 50% reduced damage of all types
Now using IJobChunk for keyframe updates
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Don't resize player collider when in the work cart seat, it doesn't need it. Remove a couple of no-longer-used glass window vars.
ModelDoc: Attempt to offset bindpose by any import translation or alignment
Remove work cart window glass entirely (Helk request)
Show work cart mount option only when looking at the door. A temp box now also "boards up" the window in the door, making the interaction less confusing.
Start porting modular vehicle assets
Fixed not being able to spin on slot machine if it had scrap in it before the client connected
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