239,539 Commits over 3,837 Days - 2.60cph!
Better fix for abandoned scrap calculation
Subtract fix from
60523, pending an improved fix
Fixed srcds workshop addons missing some fields in engine.GetAddons()
Fixed Entity.FollowBone glitching around clientside in certain cases
More potential crash prevention when loading textures and in Lua bindings
Clear BetThisRound and BetThisTurn immediately when a player leaves the game
grounds less floaty at sewer branch
Fixing some issues with shadow proxies on supermarket/sewers/gas station, mainly reverting to higher definition casters
Fixed a bunch of reported typos
updated textures/mats/ added corrugated wall set
Merge branch 'master' of sbox
re-linking severed tree prefabs in monuments
Tree minigame marker update all tree entities
cherrypicking jarryd's tree marker improvements
Add non range sliders to int and float edit box
despawn onion laser when rotating fan starts
Merge branch 'master' of SpaceUsurperUnity
include hell powerup in ballpit
onion death pattern tweak
Merge branch 'master' of SpaceUsurperUnity
reduce nightmare curse force
prevent taking powerups from eggs
claw boss repulsion circles
Fixed incorrect payouts when both side pots (different all-in amounts) and folded players are involved
Add validators to property editor int and float sliders
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[Editor only] Fixed poker test window array error
[Editor only] Poker test window remembers different scrap values per player
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Add slider labels to Vector3 and Vector4 edit boxes https://files.facepunch.com/layla/1b1311b1/property_sliders.mp4
[Editor only] Poker Tester window can now set a specified amount of scrap in storage for any player at the table
Simplify copying local player card data
- After local player folds, still show their cards to them, but greyed out
- More work on card sync
- Cleaned up SubOnPlayerLeaving code
- Make sure local player's cards refresh immediately when sent
Protocol++
Organized spawn.procmap.v3 tree spawn populations
Tweaked spawn population settings for temperate trees / field trees will spawn in clusters / smaller trees will grow around the forests / large oaks will spawn only on fields / pines, beech trees and birches will spawn together on some topologies to create mixed forests
Remove debug output from CSENT_AI::GetSoundInterests
Fixed prefab IDs on some trees
Added more scale variation for field trees
adding art sources (wall, floor, pipes)
Reduce the force that is applied to a player when attacked with a knife
Made temperate pines a bit smaller
Make ragdolls server-side and allow The Hidden to pickup dead players and stick them to things (experimental)
added animation folder structure
LS warehouse distant LOD backface culling off
fixed stone splat snow material biome tint tinting the snow and using old snow textures
initial work on linear-gradient and radial-gradient
Removed roadside wrecks from decor_v3 as it doesnt allow to do collision detection
Moved roadside wrecks to the world stack prefab