239,390 Commits over 3,837 Days - 2.60cph!
Added BulletSystemMethodCall MethodCallGenerator
Added child bullet support / ECS bullet anchors for patterns
A bunch of ECS fixes
Per-update target rotation, velocity mode support
Added IsAtAStation bool to BaseTrain
Smoother operation at junctions for trains running in reverse
Fixed work carts snapping to the wrong track if input was changed right after taking a side track at a junction
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
Make sure current tool list item is active when ui is first created
Merge branch 'master' of sbox
improved stairs collider on the entrance
Rust structure models
Fixed ModelDoc crashes (caused by having . in lod/mesh names)
Prop scale fixes
Chainfence tweak
Merge branch 'master' of sbox
ListPanel autoscroll will stop if it loses focus or the button is no longer held
Add CModelMesh::HasFacesInFaceGroup, should be quicker than FindFacesInFaceGroup
ModelDoc: Material group shouldn't show materials that aren't used (ie, aren't on a mesh)
Implemented a basic "Hold key to continue scrolling" feature to all ListPanel vgui elements, such as old server browser and Hammer's Model Browser model list
Added office and break room signs
Added them to the train stops
Sign texture tweaks
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
Barricade train tunnel cells no longer spawn right next to each other
Made tunnel dweller AI not suck
Stag - idle & walk updates, prefab update & anim controller walk speed changed
Fixed negative scale values on lights
Apply the volume_sfx to only DSPs 35-38 which are the ear ringing sounds that do not otherwise get scaled
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Fixed deleting npc_manhack's sprites causing a crash when the deleted sprites are accessed by the NPC code
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Added backlit signs to stops
Tweaked sign materials
Saving tool presets now only occurs for the changed preset group, not all of the preset groups
Fixed a compile warning
Try to send entity RPCs only to players that have the entity in their PVS
Fix baked diffuse lights not appaering
Disabled long flares on all corridor/stairwell lights
Reduced LOD distance on fill lights
Dressing/Cover pass on the tunnel entrance scene
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
Added TerrainFilter to Compound monument to ensure it no longer spawns in Arctic / Snow
Fix cascade shadows dissapearing with low FoV
Train tunnel corridors are OnlyVisibleUnderground
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
removed radiation from road side substations
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain