199,143 Commits over 4,140 Days - 2.00cph!
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Added some convars to switch on/off and change settings for build testing.
Experimental: PathFollower functions can now accept player.CreateNextbot() entities instead of the NextBot SENTs. They will also throw proper errors when given invalid entities
Increased internal buffers for map names to 128 characters, from 40
Fixed a potential crash when converting MATERIAL_VAR_TYPE_MATERIAL to a string
Added plugin source, hooked plugin up to get things running.
Adjusted monument topology on various monuments to create smoother road connections
Fixed "Monuments with tunnel entrances in them can spawn too close to each other, causing one of the tunnel entrances to not be linked to any station"
made characters folder and added citizen to it
Limit foliage position clamping based on dispatten
Increased MAX_MAP_OVERLAYS to 1024 (2x increase), increased MAX_MAP_BRUSHSIDES to a lot (~163k, ~3x increase), matching CS:GO limits
Reduced bandit town NPCs by half
Added auto turrets
Bandit town S2P
Added eyes, teeth etc & unwrapped citizen
Added helper locators for eyes and eyelids
Reapplied CCTV to dome, loot shuffle
S2P
Tweaked satellite dish loot populations
Changes to env.cloudrotation will now apply even if env.cloudmovement is false
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Improve dismount-inside-parenting-volume fix. Keeps the previous view angle rather than resetting to zero, so it works more like a normal dismount.
Fix view angles being incorrect when dismounting inside a parenting volume. Fixes Work Cart dismount not always ending with the player facing forwards.
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Add env.skyrotation clientside convar for cinematics (admin only)
Fixed midi convar knob bindings rounding to one decimal place
Started cleaning up some poker code but mostly left it as-is in the end. The current version is well tested and proven at this point, I decided not to mess with it.
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Added AmbientLightLOD on a few prefabs, updated excavator, s2p excavator.