248,556 Commits over 3,928 Days - 2.64cph!
Sprays now kinda work in singleplayer
Cleaned up duplicate collisiongroup rules
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Add sbox to gameinfo SearchPaths so we can target it on dynamic shader compilation
Make Vfx files be read from each searchpath rather than just Core and extend it to be supported by addons soon
Add test concommand to force enable dynamic shader compilation
Added ModelEntity.CollisionsEnabled
tracer particle tweaks
EntityEffects binds
Added Entity.DrawingEnabled
particle updates
Added distance fading to foliage shader
merge from /clothingfixes
merge from /Picture Frames
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Bind CCollisionProperty
Grab collisionproperty on ModelEntity
fixing typing fast bug on inputs
moved speed/accel/turnspeed to BaseNavigator.
stats.
Ghost Model: define bounds hull
Player - update physics hull after model set
player: don't UTIL_SetSize
Shoot lasers from alternative eyes
steam item checks - ready for Steam setup
Disabled async Steam callbacks, tick them on the main thread instead
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Added Player.IsLocalPlayer
Particle system attachment basics
Ground plants translucency tweaks
fixed allowing deployment of water purifier inside cauldron
Created better trail connections to excavator monument
Updated gravel piles
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allow deployment on repairbench
merge from codelock_backspace
merge from skull_spikes_pickup
merge from respawn_button_spacing
Added an option for phone booths to append their grid code to their name (eg. G4, C2) so we can place them at monuments that are placed multiple times (like gas stations and super markets)
Tuned PID values, removed wheel friction
Initial work on allowing real physics on the train while also keeping it on the track in normal conditions. Apply PID controller-style corrective forces
Basic AI control to fly to a position
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