144,895 Commits over 4,413 Days - 1.37cph!
Updating ghost sheet to fix burst cloth stuttering
exported updated 3p sprint animation and edited dragon launcher backpack holster position
Merge from .../batch_renderer_group
Added new sounds for the bowless crossbow
Industrial Torch - Updated model, added placeholder textures, redefined material separation and on/off setup, removed old meshes and materials
Russian roulette prototype wip
- Show cue
- Add line renderer to show where you're aiming
Fixed missing transparency in apartment interior trims (for steps)
Fixing FPBuild path var in unity tests step in Jenkinsfile
merge from PlayerRigUpdate2/asset_cleanup
Delete old player textures
medium apartment collision
delete hair cap calibration mats - easier to calibrate in realtime now we can release material blocks
Add profiling. Showing approx 0.08ms per table when bodies are moving
Updating female skinning and cloth sash
Revert some changes to VPC files from x86-64
* I have done it again. Move some DLLs back to garrysmod/bin/ again.
Reduce verbosity of the new codesign tool
Remove 64bit client launcher from SRCDS package
merge from version_log_server
merge from traintunlightfixes
merge from cargoshipfixes
merge from terrain_lowering_nms_large_cave
deleted duplicated old reference prefabs
Slightly expand and shift the CaveNetworkGroupLayerOverride at silo to fix a remaining problematic sight line
S2P NMS
Deleted old hair assets
Deleted old hair sets
plugged the holes in apartment complex LOD2's windows inb4 rebaking LOD from multiple sources
Penthouse apartment edge decals and remaining wall textures
Subtract navmesh subtraction
Delete old player model fbx and prefab reference duplicates
Minor cleanups
Check for empty strings when getting sound duration
Fix kinematic bodies forcing the pool physics tick to keep simulating because their velocity wasn't being killed
delete debug player model prefabs, no longer needed
Delete old skinset assets
Can now walk around the pool table when mounted
apartment oven, texture tweaks, prefab setup, lods and collision
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system (#2)