250,275 Commits over 3,959 Days - 2.63cph!
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Use fully qualified names for repeated fields in generated CopyTo functions (compile fix)
GPU instancing on MLRS mats
Fixed generic_resizable loot panel missing the seventh row
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When disabled, MLRS screens turn into blank glass screens instead of metal
EnvVolume trigger inside the MLRS cabin, for dimmer ambient light
Make ParticleAttachment public
Hammer.Skip works for enum fields
Engine's string to particleattachment type supports string numbers
Model.GetData<>() supports deserializing to enums
ModelParticle class uses ParticleAttachment enum
Merge ModelDoc.ListAttribute into ModelDoc.GenericGameData, and rename it to ModelDoc.GameData
Demote Model.TryToGetData()'s error to a warning
Update base_modeldata.fgd
MLRS UI frame tinted slightly red so that it fits better with the lit 3d model
Size polish on the UI canvas
Trigger fixes.
Applied cabin prefab to MLRS
MLRS texture polish / added some labels to interior control panels / reduced mirroring artifacts
Compile shaders hammer is complaining about
MLRS interior prefab with trigger states
Security shutter - fixed painted skin having wrong metal map assigned
security shutters - changed painted roller curtain to reduce visual noise on mask
Merge branch 'master' of sbox
security shutter - removed edge bevel on sides - added back faces to curtain rather than backface shader
Merge branch 'master' of sbox
Compile tools_encode_environment_map.vfx
Add PhysicsGroup.Bodies and PhysicsWorld.Bodies
Add PhysicsGroup.Joints and PhysicsBody.Shapes
Fixed showing nearby scores on steam when no score submitted
Fixed campaign menu layout on PC
Fixed MLRS breakdown FX not properly cycling back on after you've gone far away
Use Global.Lobby to wait for all lobby members to load ( start anyway after 60s )
If a client joins late, mark them as a latecomer and give them a shitty score
Don't submit latecomers scores to GameServices
Don't transmit water trigger to clients, fix error models
Add VisGroup.Trigger to all trigger-like map entities
Dressing fixes to account for new terrain
Attribute suffix for ModelDoc attributes
Initial shift of 80m in X,Z
Shift of relevant terrain data maps
Merge from main: env_hudhint entity removal, CSoundPatch __tostring crash fix
FGDTypeAttribute can now provide choices to fgd properties
Don't predict Energy and move that stuff to Player
tweaked AI Obstacle volumes in dwelling single I
Apply big friction when in water, remove redundant calls to PhysicsBody, add water splash + dev texture auto apply
Fix out of bounds applying to cupped balls
Hook up out of bounds with forgiveness time
Update out of bounds UI to use intro/outro pseudo classes
Ball water splash particle
Added documentation for SceneObj.WantsFrameBufferCopy
Add SceneObject.WantsFrameBufferCopy
Allow color/model tint to work in glass
World models for tuna and bean cans
lods, collision and prefab setup
Updated golf holes + balance + new hole
Added minigolf water dev texture
Updated main map
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Enlarge lootpanel.generic_resizable - fixes coffin lootpanel sizing
low wooden fence - ao fix and collision fix
Merge branch 'master' of sbox
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Adjust timeout limit for shader ci job