125,550 Commits over 4,171 Days - 1.25cph!
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Horse occlusion culling: shutdown legs animator, animator and all skinned renderers when occlusion cullled
+ some server optimisations
exported reload anims 20 percent faster for 3p minicrossbow
Added support for No Sunlight type environment volumes
cherrypicking
110699 - fixed lumberjack hoodie skinning issue - rebuilt prefab
merge from lunar_new_year_2025 (DLC)
- Wallpapers
- Wall dividers
- Snake Mask - WIP
med assault rifle skin folder setup and material/texture tests - gemstone tests
Reapplied improved Medieval Barricade deployment
LNY divider naming updated
LNY divider can now be picked up
LNY divider protection changes
LNY divider updated placement sfx
fixed bad triangulation on wall_frame_02 collision
wall divider gameplay pass
Add reaction time to scientists to avoid unreactable peeks
Fix heli targeting scientists
Various ammo & impact related.
Added a button to disable any other prop renderers in the scene when selecting a prop renderer
Exposed all of the right click context menu options on the PropRenderer component as actual buttons
Fixed wellipets hat missing interaction highlight
Remove a debug toggle shield option that was accidentally left in
Merge from demo_shot_improvements
Restore camrea control if shot recording is cancelled early
Don't reset folder input field to default on escape
Mini crossbow can now be used with shields
Don't process the shield arm on the vm for the first couple of frames, fixes some strange camera snapping when switching between some weapons
Update knight armour vest with new id to fix conflict (10287)
Changed Snake mask from
10241 to
10284 to not conflict with the wellipets
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massively reduce lunar_new_year_wall_frame trim texture (2048x2048 to 1024x512) and remapped uvs accordingly, reexported all meshes
Armor items can now have a randomised number of insert slots on creation.
Set the range to 0-3.
Updated Lunar new year mask textures
Cant build siege weapon constructables when intersecting with a vehicle
Can build siege weapons on roads
Make Siege Tower doors actually physical (helps prevent glitching with pushing the doors through the wall and then closing them on people)
Siege Tower:
- Fixed middle door not getting closing notifications
- Doors now dont auto close on closing, only opening
Horses client side optimizations
Can open top siege tower door even if you are close to it
Added "starlayers" to env_skypaint in the FGD
Also mention the skybox texture name requirement in the description.
Enable sv_parallel_sendsnapshot by default.
Display a warning when async file read operation tries to read OOB
Prevent .ani files from loading if they would crash the game
i.e. if the .ani file does not match the model it supposedly is for
Remove debug code from C_BaseFlex::SetupWeights
CTriggerWateryDeath applies correct inflictor/attacker
Damage scaling based on skill convar only happens from NPC damage in GMod
Merge Pull Request
More spawnmenu localizations
Remove redundant category for npc_tf2_ghost
Merge Pull Reqeust
Use an already existing local variable in toolgun HUD, instead of re-retrieving mode
exported updated vm mini crossbow reload anims
Redoing splintered parts of ruin beam kit. Beam kit LODs WIP
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Fixed horse idle breaks not playing anymore
Tweaked sliding legs when playing idle_1
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