248,632 Commits over 3,928 Days - 2.64cph!
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Added render.GetHDREnabled() - returns true if the current map has HDR enabled
Added Player.Set/GetViewPunchVelocity
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Bug fixes, frustum culling jobs etc.
Disabled all the automatic weather types for testing purposes
Changed weather.load, weather.reset and weather.report to client side admin / dev console commands
Fixed spawnmenu not properly loading addon sub spawnlists
Addon preset resub option
Also aligned checkbox labels in New game
Fixed DNumberScratch's OnValueChanged being fired when value wasn't changed
Combined two loops in weapons.Register into one
Fixed particle grid not catching up fast enough when moving very fast (the particles themselves might still need speeding up to solve outrunning those while they fall)
Disabled particle grid update altogether if it's not raining
Fixed rain and snow falling through water (collision mask adjustment)
Less convoluted SynchronizedClock implementation
More state container fixes and transition features.
Added console.erroroverlay toggle.
Combine two weapons.Register ents loops (#1276)
Fixed hiding timer / progress again
Stages can now disable split-screen
Fixed laser colours being swapped
Fixed DNumberScratch (and DNumSlider) constantly firing it's OnValueChanged callback when the value didn't actually change
Added an option to re subscribe to missing addons in an Addon Preset
The game no longer loads "Do not mount" state for unsubscribed addons
Do the lightning diceroll every 5-15 seconds at max intensity while we're still testing things
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Fixed test panel particles not ticking
Fixed dll location in addon csproj
Show loading screen
Static hitch and trough for stables
Static horse saddle models/Prefab
Stables_a and stables_b buildings progress
Thunder can be enabled on weather preset rather than toggling on and off with rain
Fixed Console idle cpu usage
always -resizing
Ignore Addon debris
Panorama mouse inputs
Send all events to managed
Added RealTimeSince
Schedule uses RealTimeSince
Call UpdateRealTime from engine2 loop
Update mainmenu.htm
merge from main - skin bundles
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bump money powerup
onPlayerRevive status effect property
bump money core
Merge branch 'master' of SpaceUsurperUnity
octopus nightmare pixels
mech background
octopus fg clouds
First pass on a system to record camera movements and properties to while playing a demo, then playing them back in sync with the demo on subsequent plays
Saves to an .anim file so it can be integrated with editor workflows
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Fixed more culling job issues
More culling methods implemented
Fix skinned mesh bone transforms being scrambled
Some fonts
Fixed label assert
Default to unlimited fps
Added missing binds
Fixed Hammer .fgd flag/array values inheritance
trigger_teleport ejects player from a vehicle when teleporting like expected