248,640 Commits over 3,928 Days - 2.64cph!
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
weather.load is case insensitive
Enabled time progression on CraggyIsland again
Added sting weather effects (currently just lightning)
Particle grid takes list of prefabs instead of loading them from a folder
Adjusted weather particle effect collision parameters
Culling routine sort of hooked up and working now
Custom panorama filesystem
GetPanelTypeOrOverride fixes
Added 4 map icons from the TF2 Halloween 2020 update
Fixed submitting leaderboard score for ballpit
Fixed possible exception when leaving a co-op stage
Some progress on turning this into a wearable
Fixed addon spawnlists not supporting subcategories
Client interop setup
Add InteropType double
Remove windows.h include in native interop gen, use Plat_FatalError to throw errors instead
Ignore .gen folders
Add g_pGameUIService binds
Add g_pInputStackSystem binds
Delete g_pMatSystemSurface binds
delete gameuifuncs binds
Delete PanoramaHelpers
Update style.def
Update panelClient.def
Commenting out and fixing up the binds - just want to get panorama working for now
Update panorama with functions made on source1 repo
Update c_baseentity with shit from source1 repo
Update clientmode_hlnormal.cpp
Binding Gen
Call MenuSystem::Init when loaded
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Try to find a running devenv.exe when working out where it is from console
Ignore tool build debris
Bind g_pInputService
Can run commands from our console
InteropGen adds a IsReady to binding setup
Engine can print to our console
Copying over addons folder
Create baseaccess.txt
Ignore game/logs
Bootstrap use GAMEROOT
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Remove workbench rotate option