238,093 Commits over 3,837 Days - 2.59cph!
Don't set the block that called for an elevator as busy (no longer needed now that we don't have built in buttons)
Text embeddings for two axis actions now supported
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TTT: Minor changes to portuguese.lua (#1725)
Fixed a crash with npc_alyx shooting on a server with no players
Hammer and entity templates can now properly handle post L4D1 map entity IO (ESC delimiter instead of a comma)
Moved files from dropbox to plastic
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Updated vents_large with the latest version
Fixed sphere tank monument barrel spawners max population exceeding the amount of spawn points (barrels spawning inside each other)
Changed portacabin glass coliders to glass instead of generic
Trainyard terrain anchor tweaks (fixes occasional steep cliff in front of road access point, which would cause weird roads)
Made glass coliders on portacabins double-sided
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Reduced checker effect on excavator splats (involved normalizing and channels balance.
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Added convar to enable / disable SRP batching.
Added support for terrain instancing.
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Allow 1 out of the 4 corners of a monument to slightly reach into a neighboring tier when finding spawn locations for them
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Power lines can end at ring road (massively speeds up power line layout generation on large maps)
Fixed edge case that was causing duplicate road connections on a single monument road connection point
Fixed allowing deployment through reinforced glass
Monument scene updates (smoother road connections, some additional trail connections)
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Merge from elevator_block
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State containers implementation.
AI Serialization.
Protobuf changes.
Build fixes.
State changing can use state containers, initial state, etc.
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Merge from elevator_block
The Push Button will now send a small burst of electricity when pressed, even if it has no input
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Merge from main/cameraswitching
Some cinematic commands for managing multiple cameras:
debug.listcameras lists every camera
debug.setdisplay modifies the target display of a given camera
debug.solocam enables the given camera and turns off all others (except the gameplay camera)
Added a screenshake when the elevator arrives at a floor
Horses now parent to elevators
Added an extra PreventMovement volume that activates when the lift is idle to assist them getting on/off at floors (stepping over the small gap)