243,947 Commits over 3,898 Days - 2.61cph!
Road tunnel PHer colliders, layers, and into content bundle
Set up viewmodel attire prefabs
Road tunnel placeholder material fixes.
Set up viewmodel attachments.
Fix compile error in Light.cs
Added TraceResult.Surface
Added CPhysSurfaceProperties.UpdatePhysics
Update Crate
Add sensible defaults to surface.fgd
WalkController uses tr.Surface.Friction
Load all surface assets on game start
Merge branch 'master' of sbox
Updated monument AI converter tool to also convert the links from the original brain based prefabs to the newest
Coverpoint stuff now uses the ai grid too.
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More junkyard set dressing
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Added Bill's material setup script.
Nuke lightglue
Fix assertion when creating dynamic point lights
Wip light binds
Merge branch 'master' of sbox
Updated missed containers on first pass
junkyard level design progress
junkyard car stacks prefab collection
extra materials for gas station extension rusty variant
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Bind g_pVPhysics2
IPhysSurfaceProperty.AddProperty
Convert CVPhysics2SurfaceProperyManager to use our list instead of the vsurf list
Surface property creation debug code
Make tub crate use custom created surface property
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Removed side padding of scrollable area in skin picker UI (crafting and repair bench)
If skin options don't require scrolling add some padding to centre them in the view
Snap scroll view to the left when opening a skin picker or changing skin (works better now that we're sorting them by recently used)
▍▉▊'▌ ▆▌▄▉▌ ▄█▌ ▍▆▇▊ ▌▅ ▍▊▇▌▊▄▊▆▇▄▄▍ ▄▅▇▅█▄▆ ▍█▋▌ ▉▅▆ ▋▄▋▆▆▄▄ ▆▋▌ ▍▄ ▌▉▆▍█▄
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ball pit intro tips
skip wont spawn on player
round text
buy label
potential fix for ballpit round issue
fix tweak
fix fade giving player gun
fixed kiosk prices, kiosk rarity
changed some powerup rarity
adjusted tooltips
bump sfx
more sfx
reworked free shields
Test porting the new AI grid and related optimizations to main (just AI grid related stuff, none of the other AI changes)