239,607 Commits over 3,837 Days - 2.60cph!
More gib overrides and read/write disabling:
Ice walls
All car chassis's and modules
Igniter, sprinkler, tesla coil
Powered water purifier, water pump
Poker: Fix double-showing a result if there are no primary winners
Rename the card table next round phrase since the text content/meaning has changed
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Update comment to match current behaviour
Poker:
- Correctly pay out abandoned scrap if there's only one invested player
- Removed unused param from LeaveCurrentRound
Scene to prefab - prefabs only
patch grass snow variants
Snowy variants for LS, Harbors, Trainyard, Powerplant ground meshes
snow variants of the 'office' exterior planters
overgrowth prefabs shadow proxies use a simpler material
Added Pool Table Vmap
Needs to be compiled and logic added.
Added shadow proxies to arid trees and bushes
Added shadow proxies to temperate, tundra and arctic trees
Revert "Update Build-Retail-Native.bat"
This reverts commit e3a486a0a0f0bcba226c887ef16c78944e5f6cc1.
Merge branch 'master' of sbox
Make trigger_hurt be the attacker when dealing damage
Added skeleton gamemode code
Citizen V2: xref CAT rig setup
Update Build-Retail-Native.bat
Made CPropVehiclePrisonerPod's serverside and clientside vehicle view angles/position match properly
Made Jeep/Airboat vehicle view angles match properly (used to have different angle dampening settings)
CBasePlayer::EyeAngles now returns the vehicle view angles just like EyePosition does the vehicle view position, and it is no longer used to calculate the vehicle angles in the first place (LocalEyeAngles is used now)
Setting up jitter on projection matrix.
Tundra specific foliage spawner for procmap roads
Fix jittery transforms getting bone transforms from client only ents
Add getters for anim graph params
snow variants were using the wrong material leading to visual diff with the biome
junkpiles use temperate foliage by default as they are not static
Fixed dome monument CCTV angle
Added train tunnels to Barren, plus some other fixes
Adding back thatched_b textures
Fixed case where ECS bullets accelerated in the wrong direction
Fixed velocity-based circle skew in ECS bullets
Scene 2 Prefab - prefabs only
buildmapdialog: Don't try to remove maps/ from map path if it doesn't have maps/ in the path
Removing a bunch of unused FOV code
Merge branch 'master' of sbox
Handle blast forces on ragdoll
add explosive rust barrel prop