249,466 Commits over 3,959 Days - 2.63cph!
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R/W updates for external walls and gates, ladder and triangle hatches and grill
Started work on OutOfBounds callback for ECS bullets
magnet crane prefab update
magnet crane animator update
magnet crane rig update and anims
Assert.True is public
Event system test
Merge branch 'master' of sbox
merge from HDRP_Art_Backport - 699 days
merge into hdrp_art_backport
SE cleared for desert revamp
Fixed generating BulletSystem instance method calls
Hide hints when paused
Fixed some ECS codegen feature regressions
Fixed some CallMethod actions not generating for bullet systems
BulletPattern onEachBullet ECS support, stage alias fixes
Added a million recyclers to Bandit camp
Slightly increased bounds on all trees to prevent spawning them too close to each other / overall density should remain the same
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
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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