248,644 Commits over 3,928 Days - 2.64cph!
Lowered cluster dither on some tree spawn populations
Citizen V2 bodygroups support
Citizen V2 skinning updates
Reduced individual cave count - better even spread of all the different versions
FIxed harbor_2 never spawning
Fixed a bug where cues would sometimes double up and fixed the last striker of a ball determining who to owe the score to
fixed normals in split meshes
Citizen V2: elbow & kneecap procedural helper bones
Citizen V2 new elbow & kneecap helpers
make the bouncy ball random scale and color
▍▆▄██▅▋ ▅▆▄ █▇▅▅▌▅
██▌▆ ▋▍▇█▅ ▉▆▇ ▉▌▆▌█ ▋▄▇▄▊ ▊█▉▆▅▉█▍, + ▇▉▆▋
▌█▊▉▊▍▌ ▉▆▍▍▇▊█▋▉▍█▄ ▉▄▋ ▌▇▊▉▌▋
▄▆▅▋▅▋ ▄▌▆▌▄
Made DrawBokehDOF function available to addons, i.e. it is no longer a local function (Community Contribution)
physgun and gravgun adds/removes held entity on players pvs
Moved reference table map
Smoother terrain blend map for Bandit town
Added water culling necessary script but kept them disabled for now as they are not working as intended in swamps
Update computer station UI textures because they were NPOT so couldn't be compressed
Tweaked the physics (still needs a lot of work), added a proper round system where players can take turns and be selected at random (losers never play twice, winner stays on), implemented EntityHandle for networked entities, and pocketing balls will increase score, pocketing the white will respawn it
Fix voice chat that i just broke
Satelite dish loot spawns appropriate to the tier the monument is generated
Fixed key card respawning inside desk
Move DrawBokehDOF function to global (#1747)
The "DrawBokehDOF" function is now global to allow it to be called everywhere (like the other built-in effects).
Add a function to decode voice data
Fixed loot spawn clipping at warehouse when spawned in t2/t3
Bind PlayerSetupVisibility internally
Added Player.Pvs
Update NetworkAssetList.cs
Made dirt trails more visible in Snow biome - terrain config
Updated all colorful effects
Added a method to manage post processing
Slight tweaks to PlaceCliff setup in World Setup
Updated procmap_debug level
Taller cliff prefabs to fill in some bald spots in steeper procmap generations
Fixed server NRE in BiomeVisuals, added comment to explain why this even exists on the server
Mark EnableClientsideAnimation obsolete, m_bClientSideAnimation true by default
Fix animation playback on non player entities
Marking AnimFrame, EnableClientsideAnimation obsolete
Merge branch 'master' of sbox
Citizen V2 elbow helper experiment
render.RenderView now resets the "ShouldDrawLocalPlayer" cache, allowing the hook to be called again for those renders, fixing ShouldDrawLocalPlayer not working properly with multiple renders within a frame.
Fixed some cl_show_ debug text overlapping itself or going offscreen
camera zoom delay change for switch
▆█▄▄▍▍▆▄▉▍.▇▍▉ ▉▌ █▌▌▄▉▋.▊▆▍▆
Added func_instance_io_proxy support to hammer/vbsp
▋▉▍▇▉▇▍ ▉▆▌ ▅▉█▍▋▉
▉▄▍█▇▌▋ ▍▍▇▌▍█▆▄, ▅▅▌▉▌▋▆▄ ▋▆▄ ▆▌▄▍▅ ▄▍█▍
Updated citizen materials with 3dsmax triangulation
Merge branch 'master' of sbox
Fixed opposite SemaphoreSlim usage
Merge branch 'master' of sbox
▊▇▅▉▋▌▅ ▉▋▇▅█▋.▌▍▄▍ ▉▌ ▌▌▍▄ ▉▉▋█ █▆▄▉▅▉▋ ▅▊██▇