198,677 Commits over 4,140 Days - 2.00cph!
Added tooltips to server tags
Cherry pick - HLS weapons bug, base_ai OnTakeDamage changes, steamworks build script userconfig changes , crossbow viewmodel skin, bass.dll update
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Bradley no longer remains stationary if it can not find a good engagement spot
Bradley uses slightly larger spherecast for vis checks
Updated bass.dll to an unreleased version to hopefully fix crashing issues
added ao map for eoka pistol
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Surgery on mil tuns to see if that fixes map crash
stashes despawn and drop their items if construction is placed overtop of them
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Tidying up depth prepass etc.
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Fix double shotgun grip mesh appearing and causing z fighting if the shotgun has no skin applied (only applied to viewmodels, worldmodels will still have issue)
Fix mace not being throwable if player presses throw key while the VM is in idle (transition was too long, was skipping events)
Map clusters (sleeping bags/vending machines) ignore Y difference when clustering
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Fixed floating point issue with roads causing them to washboard
Fixed some sewer entrances being cluttered with rocks
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softcore reclaim backpack
Fix skin picker snapping to the left any time a refresh is called (only resets to the left if the blueprint changes or a skin is selected)
Praise the lord it runs again
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Splat clearing texture bug fixery
reworked the stop_transition_tunnel piece and prefab to rely on the new meshes and minimize its size
added stairwell_top piece, refined corridor pieces further
Tidyup convar / opt out usage.
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Experimental: Entity.NetworkVarNotify callbacks are now called after the DataTable variable has been set (self:GetDTBool, etc)
Train tunnels source backup
LODs and colliders for stops transition modules
Merge from /main/drone/shop