249,466 Commits over 3,959 Days - 2.63cph!
Use lower LOD for shadow proxies on sphere tank and walkways
Fix workshoptoolutils not compiling
Merge branch 'master' of sbox
sheet metal covers shadow caster material uses alpha mask
Use lower LOD for shadow proxies in pipelines
Added PoolBall, PoolBallSpawn and TriggerBallPocket entities, added them to the pool table map, and got ball spawning working
Use lower LOD for shadow proxies in sewer tunnels
Support string to enum in string extensions
merge from biome_dependant_foliage
Add pre and post velocity to collision data
Don't try to compile tier2_bundle
Also delete qt4 plugins
put inspector in source2tools
Fixed some console commands crashing when used without a player on the server
Fixed ent_remove being able to delete players
BiomeVisuals now supports pooled prefabs / entities
Add extra check to make sure directional gravity is reset on destroy
Scene to prefab - prefabs only
Saplings biome variant prefabs
Update Build-Retail-Native.bat
Merge branch 'master' of sbox
combing monuments for severed prefab links for foliage
Added CollateTrainTracks to Barren (should resolve train track issues)
Fix shadow hotload and writing on new addon asset system
Show addon maps in local map list
be more specific about what we want to build
Fix FullPathToModRelativePath not working
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Fix .vpk not being marked as ASSET_LOCATION_GAME
orb hard speech
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
more ball pit switch adjustments
disabled some ballpit ECS bullets
Better system for tracking recorder settings
Added options for reverting camera state and pausing the demo when the shot recording ends
Changed shot list entry to sentence case
Make drawtriggers_toggle an admin cmd
Fixed having to close a shot before starting a new one
oops, forgot to update this
Double the animation time for card flips
Merge from gib_pool (disabling read/write on a bunch of gib meshes)
Reset water level fraction when not touching water
Highlight current shot
Various fixes
Add more collision info to Entity.OnPhysicsCollision
- Fixed the player being left holding cards if they go all-in in a two-player game and get kicked after the result for losing all their scrap.
- Line endings fixed in CardTableSeat
yolo disable read/write on a ton of meshes that have collision meshes so shouldn't need read/write
enable compression on some textures
adjust some audio import settings (mostly ambience - no decompress on load)
Ignore TerrainFormer folder in texture import analyzer