239,363 Commits over 3,837 Days - 2.60cph!
Make the decal limit use r_decals value (with maximum of 8192), not its default value, which is 2048.
Fixed models loaded by ClientsideModel() losing their modelbounds data on map disconnect due to them being reloaded (for now, we don't reload such models)
Fixed String DTVar callbacks not being called at all
Add RenderMeshFile bone parent to modeldoc (reskin all verts of a mesh to a bone)
Hopefully fixed the model in maps reloading issue forever
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Removed built in water visibility trigger from sewer_drainwall_ pieces, for mappers
merge from lunar_near_year_2021
Reduced gong crafting cost
removing a bunch of unused stuff from vr_complex
Added Trace.HitLayer( layer )
Fixed ModelEntity.ClearCollisionLayers (takes no args)
CollisionGroup.Trigger is bullshit, just do EnableSolidCollisions = false
Water surface can be shot
Whitelist System.Private.CoreLib/System.Enum
ViewModelScope bug fix, fixed bug where skins weren't being applied.
fixed a small offset in corridor_stop_transition_b
updated entrance prefab link in tunnel entrance scene to fix the materials display
progress on stairwell and entrance meshes
Cherrypicking lunar_new_year_2021 merge
Clientside ragdolls float in water
Merge branch 'master' of sbox
Corridor fixes 2: Quaternion boogaloo
Stairwell bottom adjustments
Cleanup and add option to fade to global cubemap if out of bounds
Fix seamless cube bounds
Remove unsed water stuff
Player controller swimming
Tunnel LOD/occlusion mesh fixes
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Tunnel entrance prefab update
AddToAlphaMap procedural component to carve the terrain in a delayed manner (in case part of a monument is moved after initial placement, like for the tunnel entrances)
Added PhysicsBody.FindClosestPoint( vec )
Added PhysicsBody.Density
Fail gracefully if Assets.Load couldn't deserialize
Added BBox.Size, Volume, RandomPointInside
Water: splashes are clientside, splash sound, objects denser than water sink, flat objects lay flat on the surface of the water
Water sounds
Update usermessages.proto
cherrypicking Lunar new year server side chanages
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
merge from lunar_new_year_2021
Tunnel entrance Scene2Prefab scene
Corridor environment volume updates
PriorityEnd is no longer required
Removing obsolete 180 degree turn corridor prefabs
Two additional stairwell bottom prefabs (copies of variants a and b with an additional corner to cover all 4 directions)
Better, less buggy support for stairwell bottom variants
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