248,575 Commits over 3,928 Days - 2.64cph!
Merge from vending_search_improvements
Fixed using incorrect match percentage when comparing shortname and translated name matches
Lit torch now lasts the full duration of the night
Adjust roadsign entity bounds. Fixes missed hits
Finished most of the main cliff shader.
Ensure skull is dropped when skull trophy is destroyed (was 0.75)
Fixed skull Trophy mismatch ground watch and socket mod layers (fixes sometimes breaking when building nearby)
Train tunnels update / Prototype junction switch / Overpass polish
Added terrain checks to Stables A and B - always spawns in temperate biome
Prevent studiomdl.exe from writing to out of bounds memory (MAXSTUDIOANIMBLOCKS)
Increased MAXSTUDIOANIMBLOCKS to 512
Fixed SetActiveWeapon on the player while holding a prop with grav gun putting the prop into an invalid state
Fixed not having an active weapon causing ItemHolsterFrame to not be called on any weapon
Clientside gravity gun object detachment when a serverside weapon switch happens also destroys the clientside physics object the gravgun creates like a dropping/punting the object would
Fixed character spacing in pause menu medal times
Added Stage_DebugLines.DrawDebugCircle()
Stripped out old camera code
Stables no longer roadside due to needing a safezone
Setup Stables road and trail routes
increased prevent build volume
Allow loading from any "mod" in hammer
Fixed some road connections types being set to road instead of trail
Fixed floating decor on trainyard hill
Fixed an infinite loop issue with steamworks.GetList which caused
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
Remove util.RelativePathToFull as it serves no purpose in non menu states
More references cleanup from deprecated models
Stables only spawn in T0 and T1
Reduced count to 1
Add base and prim library
Underwater rock scene review
merge from car_cost_balance
Removed missing scripts on fireflies prefab
Unfucked the driftwood(TM)'
Reduced updated vehicle_parts collider
Lowered scrap cost of vehicle parts from vendors - sellorders
Cliff normals calculation
slightly lowered taxi vehicle module crafting cost
Fixed backgrounds starting at 0 opacity
Fixed case where baked backgrounds might not tile seamlessly
Can now show / hide background layers, with optional fadeTime
force taxi panel triangulation to avoid uv deformation
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laser background
storm background
Remove log, add a minor bonus if a text match is found in the description
Improved search filtering when adding sell orders to vending machines
Filter text now prioritises name matches over descriptions and measures how accurate the match was when ordering results
Merge modular car taxi module branch to Main
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