198,618 Commits over 4,140 Days - 2.00cph!
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Merge from TaxiModule -> Main
Hack for kick button until interaction is fixed. Cast our own ray in the ShowIf, plus check angle and distance in CanKickPassengers
refresh cache reference when updating a custom design
Stables_b dressing tweak to avoid clipping by the openned gates (feel free to revert, it's a one sec change)
Openned the horse box gate, updated colliders
Re-enabled collider in prefab
Setting up taxi module kick button. Seating prefab update. Currently kick interaction is non-functional due to an existing player interaction bug. Manifest rebuild and code gen.
Reduced horse spawns
Small amount of boats now spawn procedurally again
Place holder values just to get Staging wipe ready
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Slightly decrease engine power in all modular cars
Thickened side colliders on taxi module and both armoured modules, to reduce client-side gunshot hits through the walls (server-side was already OK).
Stables safe zone
Stables music - temp if we decide to use it
Improved road connection
Add graphics.vm_horizontal_flip convar to flip viewmodels horizontally (for left handed players)
Removed horse shoe and horse armour sales from compound - now sold at stables
Reduced cost of HQM horse shoe
added horse saddle + vendor + claiming
Cherry pick 2-module passenger fix
revert fix passenger long module
Telephone can be researched + crafting costs
Increase taxi module glass strength
fixed phone deployed mismatched layer checks, missing inside check, notinwater check and tweaked deploy volumes
Portal 2 graphical glitch workaround fixes
Terrain around new ice lakes
sv_skyname now changes live, without needing a map restart
Idiot proof SetModelScale on players (if its <= 0, clamp to 0.001)
adding taxi gibs model + setup
fixed glass center pivot, adjusted glass fx position
SRCDS workshop: more descriptive error message when failing to validate GMA header
Support for design save/load scope & priority. EntityInstance, ServerWide, Default.
Protobuf.
Fixed whereis not working properly with floating .gma files
Floating .gma addons now display their internal .gma name, not the filename
Work in progress rework of Military Tunnels road connections
Removed groundlora assets that were not being used anymore
Monuments splats rework, mainly to make roads display on the map in the same splat as the procedural roads. Improves player map concistency across the game
Reworked railroad ends in monuments to soften their transition out
New ending piece for the train track set