248,575 Commits over 3,928 Days - 2.64cph!
Cherry pick 2-module passenger fix
revert fix passenger long module
Telephone can be researched + crafting costs
Increase taxi module glass strength
fixed phone deployed mismatched layer checks, missing inside check, notinwater check and tweaked deploy volumes
Portal 2 graphical glitch workaround fixes
Terrain around new ice lakes
sv_skyname now changes live, without needing a map restart
Idiot proof SetModelScale on players (if its <= 0, clamp to 0.001)
adding taxi gibs model + setup
fixed glass center pivot, adjusted glass fx position
Fixed CResourceCompilerContext::ContentPathToFullPath for new layout
if we're compiling in %temp% then don't treat as an addon because the paths will be all fucky
Call AddAddonsSearchPaths in standalone resourcecompiler.exe
CResourceCompilerPathScope - don't limit/remove search paths - we don't give a fuck about that shit
ComputeVpkName can be a shit ton simpler
Adding +assetsystem to sbox_game
move content\sbox to game\sbox_src
move content/core to game/core_src
Asset system content is in *_src instead of ../content/*
Path Fixups
Material editing works with new *_src paths
Rust addon
Changing default console port (vconsole fucks with it)
Resource Compiler, compile to the right folder when addon
I'm going to assume we don't need all this readonly shit
Load asset info again
material editor, hammer working with addons and addon *_src
Citizen addon
Colours
Don't mark mod paths as read only
ModIsVisibleToAsset always returns true
Allow loading from any "mod" in hammer
Lets treat any files ending with _c as lfs
citizen skin
lfs
Fixed model editor
Fix SkipToModRelativePathFromGameOrContentRelativePath in fileutils to work with our layout
Add ignore tools_thumbnail_cache.bin
SetModGameSubdir - skip the logic, always set it to sbox
Fixed IsAddon logic being backwards in ComputeOutputFileName
Local lightmap compilation is assumed
Properly close clr host on shutdown
Remove material debug
FileSystem:AddAddonsSearchPaths (review this later)
Hammer map target location fix
Fixed CResourceCompilerContext::ContentPathToFullPath for new layout
if we're compiling in %temp% then don't treat as an addon because the paths will be all fucky
Call AddAddonsSearchPaths in standalone resourcecompiler.exe
CResourceCompilerPathScope - don't limit/remove search paths - we don't give a fuck about that shit
ComputeVpkName can be a shit ton simpler
SRCDS workshop: more descriptive error message when failing to validate GMA header
Support for design save/load scope & priority. EntityInstance, ServerWide, Default.
Protobuf.
Fixed whereis not working properly with floating .gma files
Floating .gma addons now display their internal .gma name, not the filename
Remove material debug
FileSystem:AddAddonsSearchPaths (review this later)
Hammer map target location fix
Work in progress rework of Military Tunnels road connections
Removed groundlora assets that were not being used anymore
Fixed character spacing in pause menu medal times
Added Stage_DebugLines.DrawDebugCircle()
Merge remote-tracking branch 'origin/master'
Extra safety against self-overlapping background elements
Fixed channel rotated background elements not being tiled correctly
Monuments splats rework, mainly to make roads display on the map in the same splat as the procedural roads. Improves player map concistency across the game
Reworked railroad ends in monuments to soften their transition out
New ending piece for the train track set
Add ignore tools_thumbnail_cache.bin
SetModGameSubdir - skip the logic, always set it to sbox
Fixed IsAddon logic being backwards in ComputeOutputFileName
Local lightmap compilation is assumed
Properly close clr host on shutdown
restore accidently committed ProjectSettings
Fixed mismatched ground watch and socket layer checks on jackolantern
Fix SkipToModRelativePathFromGameOrContentRelativePath in fileutils to work with our layout
Added taxi window glass gibs. Reassigned a couple of other glass gibs that had lost their assignment in a merge somewhere
merge from halloween_2020_removal (network++)
fixed oversized Rust menu logo
Restore MenuUI and MenuVideos
Fix minor glass conditional bug
Tweaked text spacing on the curved skull trophies, should make longer names more visible
Lets treat any files ending with _c as lfs
citizen skin
lfs
Taking in the updated train track textures from hdrp
▉▄▇▌▋▍▇▆ ▊▇▌▉▉▍█ ▇▅ ▋▆▆▅▆ ▍█▄▊ ▄▅▉▄▋▆█ ▌▉▌▌ ▋█▉▄
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▆▋▌▍▄▇ ▇ ▉▉▍▊▆ ▍▆ ▄▇▍▉▄█▍█ ▆▄▄▆▅▍ ▋▊▊ ▅▍█▍█ ▋ ▇▇▍ ▊█▄▊▊▉ █▇ █▊▅▉▆ ▋▌▋█▌▌▋▆ █▌▍▇ ▉▇█▆▉▉ ▉▅▄▋▉█▊▇▉ (▌▋█▄ █▄▌▅▉▆ ▄▍█▉▋)
Another fix on TakeCollisionDamage
Simplify TakeCollisionDamage script
Roadsigns now take collision damage from vehicles
Fix glass renderer health conditional values not matching the collider conditionals