249,845 Commits over 3,959 Days - 2.63cph!
surface.DrawTexturedRect(UV) works with poster command nicely
surface.DrawCircle looks less shit and it's color argument is now optional
Fixed a crash issue with Nextbot's vision module
Lua Nextbot's vision module get's created on Spawn
Use TransColor, not TransAlpha for prop fading
Fixed line spacing in stage card titles
Show core icon for unlocked stages that don't support player count
Can now select locked campaigns
Sort campaigns so unlocked ones are at the top
Added text describing how to unlock a locked campaign
Moved static prop lighting update to a separate argument of util.RedownloadAllLightmaps, hopefully fixed a rare crash with it
"stack" argument for OnLuaError
Ignore .gen folders in filewatches
Different engine networking strategy [old one caused startup delay]
Read network var in clientside when creating entity, or after receiving update
Network Var dirty state
Enity.IsValid
Fixed ClientKillInternal being serverside
Replicated vars automatially SetDirty
roof.triangle.up.top.line models and prefabs setup
swimwear and sunglasses source
assigning temporary prefab to triangle roof up top line
re-linking conditional prefabs - end
Added grass displacement to wooden barricade cover
merge from wooden_cover_barricade
Health, crafting cost, desc update
Fixed skin not getting applied to thrown satchel charge
Skin also gets applied when picking up a dud satchel charge
merge from farming_optimisation
Fixed skins not applying to bone knife and club in third person
Padded walls (1mm) laterally to curb precision issues arising away from origin
Refactor node setup process
Fixed failed node connections not saving
Setup new node flow
Can modify shortname
First pass on setting up override gibs for all construction blocks and disabling r/w where possible
Fixed spawning gibs for conditional models that aren't active
Update HarmonyLoader to auto-create the HarmonyMods folder and load dependencies from it
Gib preview sprites in editor UI now appear immediately
Added an UI prompt to disable r/w on meshes that are fully overriden by primitives
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Make sure prefab exists in ConditionalModel attribute setup
Updated Jenkinsfile !switch
Added safeguard to CMDLCache::GetStudioHdr from CSGO for an unknown cause crash
Starting porting over Replicate generators
Fixed not being able to scroll in equipment lists when not focussed
Fixed leaderboard entry rank text !switch
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Simple network data (not worth optimizing beyond this)
Player-specific hints are now color coded, say which player in title
Fixed player 2 hints not showing a button prompt
Hint position animation
Reverted debug value for BrakeHintShowDelay
Run scene2prefab on multiple monuments to save prefab changes.
building blocks scene backup