248,556 Commits over 3,928 Days - 2.64cph!
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Add delete and backspace key support for code lock UI
Correctly calculate the end of the rail line
Fixed skull spike skins not being applied when picking up with hammer
Instead of updating the move distance for the front and rear train wheels independently, calculate just the front wheels and calculate the rear wheel position based on the distance between front and rear. Makes sure the front and rear wheel distance stays correct
Fixed death screen respawn button spacing when connecting to a server while dead
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Citizen export test
Rust export test
Unity prefab/material to Source2 export script
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More Site A & surrounding areas
Site A area terrain iteration & broken prefab cleanup WIP
more hard octopus changes
hard mech laser color
hard mech boss invuln pixel revenge bullets
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Fixed cliffs SLOD material and prefabs
Fixed more prefab unlinked radtowns
Lua created materials ( CreateMaterial ) are now cleaned up on map shutdown
hard intro curse
debug powerups only added to living players
hard tutorial guy attacks
tweaked hard intro spawn positions
form explosion doesnt remove bullets on hard
formatting fix
fix octopus wave bg
simplified how octopus waves work
octopus noGunsLeft waves
hard octopus turret new pixels
hard octopus tweaks
Fixed zooming in after a player dies
Fixed camera movement when dt is 0
Merge remote-tracking branch 'origin/master' into camera-rewrite
Account for moved centroid of split screen shape again
Fixed wrong normals on cliff blending
Enabled UVmix, cliff LOD shader
Move PropertyClass
Move PropertyClass to game
Added LibraryClass, NetworkClass
Correctly tick WriteNetworkEntities
Entity derives from NetworkClass
Network PlayerController (mockup)
Fix NetRead/NetWrite now public
PlayerControl is set serverside and networked down to client
Library class lookup dictionary
Debug remove
Don't shoot when dead
fixed clipping on clothsash on female shoulder, and set up alpha cutout material on it
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Biome tinting on cliffs, tidying up.
Bind Get/SetLifeState
Strip unused damage stuff from native
Added Entity.OnKilled
Fixed Player.Local not getting null when player destroyed
Remove gamestats
Gamemode picks our respawn point
TextureImportOverride fixes
Merge branch 'master' into camera-rewrite
Splitscreen culling working for multiple cameras
Factored out camera position / scale handling to CameraFrame class
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Re-exported the overgrowth models with up facing vertex normals for grasses and custom normals for bushes
Can't make GLST's for sandbox right now so use the DS Ip instead of steamid
Allow access to System.Nullable
Add Panel.BindToMethod
Add Entity.Health
Create MethodBind.cs
Health UI
Update status, fix header showing settings button
Better ReimportPrefabs / ReserializePrefabs (maybe)
Fixed a bunch of corrupted materials
Updated Savas levels (mostly material re-assignments, some prefabs relinked)
Fixed UTIL_GetLocalPlayer in shatterglass server
Apply prediction rules to EmitSound
Enable Steam Sockets
Added option to join Garry's SteamId
Added DamageInfo
hard intro curse
debug powerups only added to living players
hard tutorial guy attacks
tweaked hard intro spawn positions
form explosion doesnt remove bullets on hard
formatting fix
fix octopus wave bg
simplified how octopus waves work
octopus noGunsLeft waves
hard octopus turret new pixels
hard octopus tweaks