250,465 Commits over 3,959 Days - 2.64cph!
Enable debugging on dev shaders
Resave map view prefab, seems to fix death icons sitting in front of sleeping bag markers (this was weird, will need to check in build)
Check and adjusted max velocity estimate
Fixcars now supplies max fuel again
First pass on a popup showing what resources are missing when repairing an entity with the hammer
Generalised 'fixcars' console command. Now repairs and refuels *any* nearby vehicle (boats, subs, helicopters, etc). Reduced amount of fuel it adds from max to 100.
Fixed snowmobile gibs not showing the damage texture
A bit more health for snowmobiles
Fixed Tomaha gibs, set snowmobile health, set up damage texture effect for both snowmobiles. Simplified damage renderer usage across all vehicles.
Fix error when viewing a viewmodel in the workshop submit screen
Fixed build error
Fixed button prompts checking for bindings every frame on device lost
Pause tweaks for replays !switch !release
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Improved snowmobile foot IK
Remaining inland sculpts sans treatment plant area
fake sss foliage material on birthday cakes lods 0 and 1 on world model, projectile - doesn't work with viewmodel
Team mates in close range now update their position on the map in real time
Set .equipped if item is equipped
Remove debug and cleanup
Move dev hud out of the way
Toggle devhud visibility with uf_devhud
Custom chatbox
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Snowmobile rear passenger mount added and set up
UIScale is now a client only component
Community UI is now scaled by the players UI scale setting
Snowmobile driver eye pos + mount pos adjustments
Fix interpolation not working correctly in demos by making the interpolator use the demo time rather than game time
Snowmobile driver IK setup
Added more calls to save progression data
* On exit request
* On going to background
* On stage reset
Fixed saving progression data on exit
Fixed initial selected stage on game start
More selected campaign fixes
Leaderboard entry display fixes
Fixed bindings page not opening on correct player tab
Working on fixing case where button prompts would disappear
Enable head look on minicopter pilot, car driver seat, kayak seat, submarine driver seat
industrial strip light - adjusted normal map to make bolts more visible on fitting
industrial strip light - adjusted emissive map to increase range
Make CModelRender try to load vertex lighting/lightmaps for props only from the BSP
Added ability for ent_door to be breakable.
It uses all the same systems as prop_physics do. So prop_data node on the model sets health, break pieces are used from the model, and there's an option to not have the door breakable even if the model is. Added OnBreak output.
By default doors are not breakable.
Try using the new UI functions in Sandbox tools
Cleanup net.lua
Ignore everything
Create a tabbar when dropping a dock
Show tabs even if there's only one entry
handle addDockWidget
Drag dock tags to undock/move
Hammer: Don't offset initial drag drop model, fixes incorrect placement on grid
Added net.WriteColor( clr, alpha = true )
Added net.ReadColor( alpha = true )
Add argument to net.Read/WriteColor to skip alpha (#1841)
* Add argument to net.Read/WriteColor to skip alpha
More network efficient if you aren't using the alpha. The value between the read and write calls must match and should be a warning on the wiki page if this is merged.
* Change alpha read from faux ternary to cond branch
Since net.ReadUInt is a cfunc
Transform hull bounds to be safe
Minigolf water material
Added new water to holes
Playground prefabs
Update minigolf_green.vmap
Include hull bounds to tools model instance bounds to allow better control over bounds when placing models in hammer
Add portal 2 map icons that were already made before
make the material editor shader select focus the search input on popup
Do not require voice permission to force stop voice transmission
Removed -voicerecord from blocked concommands
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Added ControlPanel.ColorPicker method (Community Contribution)
And lets try using that in the Color tool