252,044 Commits over 3,959 Days - 2.65cph!
Manifest update for train carriage entity
Add a train carriage for testing
Renamed BaseTrain to TrainCar for clarity
Fixed incorrect GetDistance results for splines <40m long
Fixed incorrect height on some train track spline prefabs
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Box select zindex greater than nodes
Fix
Rebuild graph when set
Way to remember and restore input/output connections
Added float interpolator implementation. Simplified the generic interpolator code - no need for separate interpolator classes anymore, only separate entry types.
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World spline shared data update
Made my interpolator generic. The original TransformInterpolator now inherits from it.
Airfield lighting and dressing polish
Added overgrowth and small junk to the hangars
Added point lights near entrances to prevent exteriors from looking too dark
Citizen/FPArms: updated animgraphs with barebones stuff for fists blocking pose
Citizen: holdtype_pose value range is now 0-8 instead of 1-8 (0 is also the new default)
Fix paths not deserializing correctly (oops)
Make Entity.HammerID public and use it for BasePathEntity
Citizen: more comments, explanations, and clarifications throughout the animgraph
Unparent HUD entity from Game entity
Map.Reset preserves map entities by their hammer ID
This means you can preserve specific instances of prop_physics for example. No changes to gamemode code needed.
Adds Entity.HammerID (internal)
Update default filter to remove check for entities parented to the Game entity
It was a hack for HudEntity, which is now checked for explicitly
Adds Type.IsBasedOnGenericType
net_fakelag remove FCVAR_ARCHIVE, and add FCVAR_CHEAT to it and sdr command
New Outfit Piece - V neck Tshirt
Simple new trendy V neck tshirt, LODs and fixes to skinning to come soon.
Remove log left in by mistake
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Don't predict entity effects flags, it causes old effects value to be used around the time UpdateVisibilityAllEntities is called
Undo fix for #1655, need to fix this properly
Set controller "Menu" action set if ingame but main menu is open
Reflex plugin update, updated reflex script
Grass, moss and gravel do not spawn on rail topology
Asset.Load log the actual exception when deserializing errors
Site A river area finalization
New spawn populations for bushes on railside topology for all biomes to provide cover
Fix typo in water bounds code using y instead of x
Completely remove HLTV/SourceTV, decouple spawngroupmessagemanager so the demo recorder can use it
Remove instant replays
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Medium sized rocks don't spawn on rail topology
remove autosubscribed workshop items
added some missing workshop resources
Adjust line termination points with model changes