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Remove log
Merge
Merge branch 'main' of sbox-pool into main
greybox meshes for countryside bunker entrance
updated balls font / scene lighting
Merge branch 'main' of sbox-pool into main
merge
Added CMoveData.Set/Get for: ConstraintWidth, ConstraintSpeedScale, ConstraintCenter, FinalIdealVelocity, FinalJumpVelocity, FinalStepHeight
More responsive controls for drive_noclip for "Drive" property
tweaked player death sfx
Merge branch 'master' of SpaceUsurperUnity
intro background tweaks
octopus backgrounds
mech backgrounds
fuse backgrounds
trench backgrounds
more backgrounds
Refactored BallTray and network its history
Entity.SetAngles properly sets angles on jeeps, they no longer snap back to old angles
Added DoPlayerPotBall method to clean things up a little
Added ball tray skeleton for skinning
Automatically leave previous vehicle when entering a new vehicle (for example via Player.EnterVehicle)
Micro optimization to player:__index (Community Contribution)
Micro optimization to player:__index (#1796)
If the value in the entity table is nil, it would return nil anyway, so we don't need to check it.
Change EyeAngles() back to what it was, but keep GetAimVector correct to the vehicle view so SWEPs shoot where expected while in a vehicle
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Fixed the half life 2 shotgun hack affecting SWEPs
manual merge from ai main
Engine - rename Player to Client
InteropGen - put native classes in order, least baseclasses first
Fixed duo sub interior lod size difference
material opacity change for the shadow box has finally come through...
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Adjust volumes to work around a camera bug in WaterCullingVolume
Add water culling volumes for the duo sub, to hide water surface inside the sub. Unfortunately it needs several since culling volumes are boxes and the sub is very round, but performance seems fine.
Player can dive/surface the sub
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Actually better, don't serialize them at all
Hide BuoyancyPoint parameters in the inspector that are overridden
Sub mount and dismount updates. No more hacks.
Show maxMountDistance again on vehicles, turns out it is used
Fixed remaining issues with screenblend shader
Submarine work, mainly on mounting/seating
Turned BillBTestMap into an ocean map
Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats
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Set up all effect layer bases and added overlay effect.
Added red, yellow and blue colour options to the hose tool