249,466 Commits over 3,959 Days - 2.63cph!
Better file directory setup for storing shots, shots are now stored in a folder matching the demo name
Fix camera rotation changing when ending a demo
Disable autofix button in analyzer UIs
Update model import analyzer to point out when a render mesh has R/W enabled but there seems to be a matching collision mesh
Fixed shot looping back to start even if loop is disabled
Poker: If there's NOBODY else in the game at the end of a round, that always means you won (wasn't a real bug but the UI would in some cases only show the scrap as "returned" instead of "won")
Clear all gibs when scrubbing the timeline, prevents them being repeatedly created and not cleaned up when scrubbing forward/back
More gib overrides and read/write disabling:
Ice walls
All car chassis's and modules
Igniter, sprinkler, tesla coil
Powered water purifier, water pump
Poker: Fix double-showing a result if there are no primary winners
Rename the card table next round phrase since the text content/meaning has changed
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Update comment to match current behaviour
Poker:
- Correctly pay out abandoned scrap if there's only one invested player
- Removed unused param from LeaveCurrentRound
Scene to prefab - prefabs only
patch grass snow variants
Snowy variants for LS, Harbors, Trainyard, Powerplant ground meshes
snow variants of the 'office' exterior planters
overgrowth prefabs shadow proxies use a simpler material
Added Pool Table Vmap
Needs to be compiled and logic added.
Added shadow proxies to arid trees and bushes
Added shadow proxies to temperate, tundra and arctic trees
Revert "Update Build-Retail-Native.bat"
This reverts commit e3a486a0a0f0bcba226c887ef16c78944e5f6cc1.
Merge branch 'master' of sbox
Make trigger_hurt be the attacker when dealing damage
Added skeleton gamemode code
Citizen V2: xref CAT rig setup
Update Build-Retail-Native.bat
Made CPropVehiclePrisonerPod's serverside and clientside vehicle view angles/position match properly
Made Jeep/Airboat vehicle view angles match properly (used to have different angle dampening settings)
CBasePlayer::EyeAngles now returns the vehicle view angles just like EyePosition does the vehicle view position, and it is no longer used to calculate the vehicle angles in the first place (LocalEyeAngles is used now)
Setting up jitter on projection matrix.
Tundra specific foliage spawner for procmap roads
Fix jittery transforms getting bone transforms from client only ents
Add getters for anim graph params
snow variants were using the wrong material leading to visual diff with the biome
junkpiles use temperate foliage by default as they are not static
Fixed dome monument CCTV angle
Added train tunnels to Barren, plus some other fixes