198,897 Commits over 4,140 Days - 2.00cph!
Added a slight (0.25s) delay before we start checking for blockages on doors, fixes an animation issue when reverting a door open/close immediately after the player triggers a door open/close
Allow deploying storage monitors onto vending machines
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cherrypick language files and "realistic fall damage" option
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Throwing the last HL2 grenade maintains previous/last weapon for them grav gun grenade throws
Switch vgui.Create warning to ErrorNoHalt
Fix some more clipping and issues with getting stuck
Fix bones spawning in the wrong spot
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Optimized group add routine
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Rebuild manifest, should fix missing roadsigns
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Stormy snow implementation
Merge from main#
55213 (in sync with halloween branch)
merge from main (before destroyable roadsigns merge)
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Much better collisions by having a central capsule which does proper traces instead of just pushing bones outside (no teleporting through this capsule)
Increase icon sizes even more
Update item icons
Fixed rotation issue on a spike
Fix compilation on IndividualSpawner custom editor
Merge destroyable roadsigns -> Main
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A fair amount of roadsigns are used for decoration on monuments, stuck into other models or even used as signs on walls with the pole hidden. Reintroduced static roadsigns and set all signs in the game as destroyable or not on a case-by-cases basis
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New system for roadsign spawners to check for available space, other models moved to world layer, checked through all signs for any spawn issues, final cleanup
Fixed some road models not being on the world layer with the rest of the road content
Added "enable realistic fall damage" option to "start new game" for Sandbox
Fixed an infinite loop with CAI_TrackPather on ep2_outland_11a (and possibly other maps/places)
Increased precision of angrotation for all entities for fix prediction errors when walking on props
Nicer error message for steam error 18
Removed noise generator from old snow for perf.
Nixed X offset on snow emission
Testing out improved??? way of creating and storing group definitions
CSoundPatch:SetDSP now works while the sound is playing too