248,620 Commits over 3,928 Days - 2.64cph!
Prevent weld constraint assigning a global variable with the last created weld (Community Contrib)
Prevent Weld save its Constraint to global table (#1792)
extra terrain anchor for cliff_double_height_d
Fix cssbox leaking one pixel if a background image is set
Cliffs use a collider for shooting one and for walking/thrown objects - solves a large amount of conundrums one collider alone cannot solve
Fix vulnerability typo
Merge pull request #83 from Cheatoid/patch-1
Fix vulnerability typo
Predict placing the white ball for a smoother experience
Temporary RenderEntity tests (not working at the moment)
Map icons for new CSGO maps
Increased junkpile_g AIZ bounds to 15 to match a.
Fixed bounds on junkpile scientist, which was causing LOS check issues.
Added CraggyIsland_AI_Junk test scene.
Citizen V2: changed hold_X bones in the bindPose to be rotated forwards (FLU/XYZ) *relative* to the hand as opposed to relative to world space
Added some BBox extensions, rudimentary ball placement code (visuals coming) within white area, player gets second shot when potting their own color
Added "menu_cleanupgmas", "mat_specular 0" and "Addon missing file, nothing to mount" issues to Problems panel
committing some missing metas
Arid cliffs - more accurate colliders
Added VertexBufferExtenison to addons/base
Added UseCalculatedCoverDistances toggle to AIInformationZone.
Updated backport junkpile prefabs to use new AI.
AI test scene folder rework, started porting test scenes to new hdrpb craggy.
updates to magnet crane animator & anim clips
Remove 'DrawArray' Debug output
Automatically convert Color to Color32
Vertex Buffer boiletplate
Can add vector3 to bbox to move it
Added SceneLayerType enum
Added Render.Layer to get current render layer type
Added RenderEntity.RenderBounds
Fixed file.Find not working for some addons
Temperate cliffs - more accurate colliders
Can add [Event]'s to panel methods
Minor layer edit to modular car chassis
Internal support for grouping shots in folders, updated relevant directory paths
Changed one of the front cylinders back to world layer, since it might conceivably bump into stuff
CylinderBase01, CylinderBase02, CylinderBase03, CylinderTop02, Collider (the small one on the arm), and CylinderTop01 changed from Vehicle World to Vehicle Detailed. The Vehicle World layer is only used for actual driving physics, so anything that's not a big chunky area of a vehicle can probably be on the Vehicle Detailed layer instead, which handles the detailed collisions from players or bullets.
Changed magnet crane fence colliders from Vehicle World to Vehicle Detailed layer
Fix magnet crane eye position body clipping
Fixed players keeping their eyes open and blinking while asleep
Fixed bugs with when other players at the table are shown holding cards, and when the table cards are shown
Fixed virtual/override bug
Get rid of the game controller casting hack
adding crane magnet gibs model/mat
Clarify all "flop" card naming to "community" cards since there's flop/turn/river. Required protocol++.
Display the correct cards on the table
Slightly increase third person alt look range
Some basic world-space cards on the poker table. Setting the canvas camera
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Remove pokerchips_cards_combined mesh
Rename for playingcard->playingcards