248,610 Commits over 3,928 Days - 2.64cph!
Added Poolable components to some UI components that were being created and retired (slot machine payouts, map markers, death screen stats, phone directory)
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Citizen V2: pose & attack for SMG/Pistol/Shotgun + misc.
(corresponding changes to weapon "world models" aren't committed yet to not break V1)
Now showing real chips on the poker table, at the correct amounts
Add client.hotloaded event
Use Texture2DArray for sprite atlas
WIP merging background layers into one pass
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satellite dish scene2prefab
Updated medium rock formation prefabs
Baked LODs for medium rock formations
crane magnet -
tweaked ik hand offsets
tweaked mount position
Added crane sitting pose to player animator
Added crane sit mountpose enum
set crane operator prefab to use crane pose
crane magnet - Added sitting player anim
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lowered 4module vehicle scrap reward to 125 (was 150)
added kill trigger to magnet
fixed exhaust not toggling with engine
fixed some cases where fuel was inaccessible
set magnetcrane AnimatePhysics mode to true for server only
texture tweak
Merge branch 'master' of sbox
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adding models/texture , 1:1 table
Merge branch 'main' of sbox-pool into main
Slightly tweaked near AO to remove black spots on grass
Converted ScreenOverlay effect
Fixed Vector3.Angle being bullshit
Lets use more System.Numerics.Vector3
making VelocityClipPlanes.TryAdd public
Adding Trace.WorldAndEntities
Adding Trace.FromTo
Create MoveHelper.cs
Merge branch 'master' of sbox
Don't leave this spammy null log in here
Show white area when appropriate, fixed the cue going crazy due to a weird bug with Normal that sometimes returns negative zeros,
Solar panel replacement
model, textures and material setup
lods
only sense friendlies if groupable. cache senses.
added ai.groups convar toggle. codegen.
Merge from tree_shadow_proxy_subtract to fix broken tree shadows when using flashlights
Groups can now handle members leaving and reform if leader gets removed.