248,578 Commits over 3,928 Days - 2.64cph!
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implemention of lewis concepts, group selection, unlock path logic
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More workcart rail physics
Update PlatformService from WorkshopIconRender script so that Steam skin queries work when generating icons
AND Switch Stackable
Audio Alarm Stackable
Blocker Stackable
Button Stackable
Chain link Fence Stackable
Chair Stackable
Counter Stackable
Door Controller Stackable
Drop Box Stackable
Electric Fuse Stackable
Electric Heater Stackable
Electrical Branch Stackable
Elevator Stackable
Flasher Light Stackable
Floor grill Stackable
Floor triangle grill Stackable
Fluid Combiner Stackable
Fluid Splitter Stackable
Igniter Stackable
Large Solar Panel Stackable
Laser Detector Stackable
Memory Cell Stackable
OR Switch Stackable
Prison Cell Wall Stackable
RAND Switch Stackable
Root Combiner Stackable
Scarecrow Stackable
Secret Lab Chair Stackable
Siren Light Stackable
Small Stash Stackable
Smart Alarm Stackable
Smart Switch Stackable
Snap Trap Stackable
Snowman Stackable
Splitter Stackable
Sprinkler Stackable
Survival Fish Trap Stackable
Switch Stackable
Tesla Coil Stackable
Timer Stackable
XOR Switch Stackable
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Fixed not overriding buttons properly
Camera is primarily responsible for building ClientInput - but Gamemode, Player, Animator and Controller all get a go on it
DebugCamera override BuildInput, prevent player input
ProtectedCall() now fills g_LastError on error like expected
Tweaked the double lane curve piece to fit better on the grid
Fixed infinite loop in Vector2 constructor
Clear look input deltas if UI wants the mouse
Added Rotation.Angles()
Pass ClientInput to Gamemode
Train tunnels / 90 degree single lane curve piece / 9m straight single lane piece
Updated default keys with controller binds
Added Rotation +, *, -, FromAxis
InteropGen - fixed accidentally hardcoded NativeEngine.ViewDesc in AsRef
Bind ClientInput
Changing these from static so we can access them in clientinput.cpp
Hook input processing in CClientInput::ProcessInput
use +iv_ binds
Removed ambigious InputButton's (MoveLeft, MoveRight, Speed)
Pass ButtonBits to ClientInput
Delete clientinput_camera.cpp, clientinput_joystick.cpp, inputmovement.cpp/h
Access iv's directly,. delete FindSource2ClientInputVar
CalcButtonBits uses InputValueDigital's instead of kbutton_t
No need for CLinkInputValuesToKButtons now
Deleted kbutton_t
Deleted legacy IN_ concommands
Deleted a ton more redundancy input code
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Don't complain about null leaderboards when !ShouldSubmitScore !redux
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merge from November_Balance
Hide Skirt now uses leather
Hide Halterneck now uses leather
Reduced crafting cost of hide pants
Reduced pants crafting cost
finish storm diff scaling
invasion circleSpokes balance
Reduced F1 Grenade crafting time
Reduced Medical Syringe crafting time
Reduced Flame turret crafting time
Reduced Auto Turret crafting time
Reduced Tuba crafting time
Reduced Tuba crafting time
Reduced Trumpet crafting time
Reduced Tambourine crafting time
Reduced Jerry Can Guitar crafting time
Reduced Guitar crafting time
Reduced Flute crafting time
Reduced Cowbell crafting time
Reduced Bass crafting time
Reduced Water catcher small crafting time
Reduced Water catcher large crafting time
Reduced Tool Cupboard crafting time
Reduced Tier 2 Workbench crafting time
Reduced Tier 1 Workbench crafting time
Reduced Spinning Wheel crafting time
Reduced Sign Hanging crafting time
Reduced Oil Refinery crafting time
Reduced Water Barrel crafting time
Reduced Large wooden storage box crafting time
Reduced Lantern crafting time
Reduced Landmine crafting time
Reduced Large Furnace crafting time
Reduced Bed crafting time
Reduced Wall external high wood crafting time
Reduced Wall external high stone crafting time
Reduced Gate external high wood crafting time
Reduced Gate external high stone crafting time
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Spell "hierarchy" correctly
Proper tag and layer dropdowns for the editor selection fields, rather than typing in manually
Add Rust editor options to select in Heirarchy by tag or layer
Fixed a couple of places that assumed the storage sub-entity of a storage module would always exist. With conditional-based storage on the taxi modules this is no longer guaranteed.
updated shredder colliders
more storm diff scaling
fix build errors
build !redux
Merge branch 'master' of SpaceUsurperUnity
tree node selection, scrolling, information population, grouping, dotted/solid line indicators
Updated Jenkinsfile !redux
Updated Jenkinsfile !redux
Addendum to PR#1745
PlayerSpawn* hooks should consistently no longer receive NULL players
gm_spawnvehicle no longer errors when used in srcds console
Fixed serverside console spam with Paint tool
Added current map/server name/gamemode to loading screen
Followed and Favorite sectiosn to Dupes/Saves/Demos
Fixes for -noworkshop message in main menus
Workshop addon filesizes in Addons menu
Also replace "local floating" with a more clear "non workshop .gma addon"
Followed/Favorite sections to spawnmenu Dupes/Saves too
Unreachable Servers sections in server list
some feedback for players, instead of just a blank screen
gui.OpenURL/askconnect confimration dialog changes
DComboBox updates its color properly
SetEnabled was one of the issues
Community: Fixed an issue with Vehicle duplication when there is no associated player
PlayerSpawn* hooks should no longer receive NULL players
gm_spawnvehicle no longer errors when used in srcds console