249,961 Commits over 3,959 Days - 2.63cph!
Set dirty automatically when setting styles
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Write a .version
Game loads version
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NetRead/Write uint
Sentry release url fix 😟
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Fix EntityList NRE
Fix NRE in Home.TickStagingLobbies
Sentry releases attempt 2
Fix tools/build.bat broken
Sentry release action only works on linux 🙄
Sentry release support
Fix NRE when creating party
Using the low firing angles on the MLRS always causes trouble. Stick to the high angles (>=45°)
ProjectileDistToVel now uses a more complex formula that takes the vertical distance to the target into account. Fixed negative angles calculated for targets below us.
Added the Radar Jammer equipment alternative for the Light Assault loadout
Play the generator attacked particle once when a generator dependency is powered down (for now)
Make sure things compile before you commit them
Added YOUR flag captured announcer sounds and Radar Sensor idle and beep sounds + implementation for radar UI
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Moved generator announcer sound handling to PlayRound
Added all announcer sounds
Rear camera baseline look profile
Fixed the MLRS rear cam being upside-down
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Added stub Radar Sensor Hammer entity (hv_radar_sensor)
Transition the scale of vitals text when it has changed recently
Various improvements to UI and implemented Damage -> Energy conversion on Heavy Booster and Damage Absorption for Energy on Shield
Cherrypicked shader mods from Bill
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Added an Equipment system adding to a third slot in each loadout. With it, Ammo Booster, Energy Booster, Heavy Energy Booster, Heavy Shield Booster, Shield Booster, Speed Booster. Equipment can be selected per loadout at a Station
Asset Browser: Copy multiple asset names with quotes, useful for coders
Potential access violation fix in CResourceSystem::GetFileName
Potential access violation fix in CModel::IsValidSequence
Adjust MLRS min/max range
Don't try to access game props from surface props index, these are no longer compatible, fixes rare physics crashes