249,344 Commits over 3,959 Days - 2.62cph!
ModelDoc: Sanitize bone name before adding it to the anim stream
Tweaks to arid bush density and sizes
updated crane setup for 360 yaw rotation, added engine rumble anim loop
Improvements to foliage displacement to try and eliminate clipping.
Created new spawn populations for arid bushes / made grassy arid bushes bigger
Hammer: Allow per tile instance of tilemesh to be tinted https://files.facepunch.com/layla/1b1511b1/sf2XHaw2l8_Trim.mp4
sandbox addon is a package now
Fixed stylesheet priority
Menu styles
Implemented direction override support for NPCNavigator.
Animals in attack state now always face the player not just when performing an attack.
River source prefab improvements
Improved how wide it covers the water mesh
Added vertical padding for edge cases where it may spawn on the edge of a cliff or highly uneven terrain
Added some detail and particle effects
Prevented arid foliage from spawning underwater
Tundra moss will now use the same material as grass
The laser dot is now an entity and updates a lot faster too
Added WolfAd placeholder prefab
Lowered health and wood yields for all saplings
Tree populations progress for temperate and tundra / adjusted topologies and densities
Menu mount /core/
List local maps
Session timer
CreateGame form has cookies, so it remembers what you chose last time
Merge branch 'master' of sbox
Added a laser dot particle for I.R.I.S. weapons instead of a crosshair like in the original mod
Fix managed textures being all forced TSPEC_SUGGEST_CLAMPS/T flags
Added Player.Get/SetVoiceVolumeScale(0 .. 1) - Clientside only, sets the desired voice volume multiplier per player.
Switched the "gain manager" for voice chat to the CS:GO one. (voice_avggain, voice_maxgain replaced by voice_gain_* cvars)
Added mat_dxlevel to the blocked cvar list(and the new voice cvars)
RustNative update (more feature scale variety, fixed occasional odd looking hills)
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Scene2Prefab - prefabs only
some more cliffs topology collision detection tweaks
Additional checks added to cliffs to avoid collisions with roads from the top of cliffs
Fixed sewer drain prefabs missing the water volumes necessary to avoid water in procgen monuments (if you need variants, make prefabs variants please)
Satellite dish - some more colliders love as we now use models in positions that are not so vanilla anymore
Moved the Satellite dish recycler to a more protected area of the level to make use of it safer
More powerplant puzzle cable accuracy
Total redo of swamp hero trees colliders
SteamID functions return the correct(-ish, the steam universe is hardcoded to "Public" one) value in singleplayer for the player serverside (It was already correct on client)
scene2prefab on some monuments to fix tree errors
TouchingEcsBulletsEnumerable first pass
Updated skeleton definitions
Updated prefabs
Updated ragdolls
Get rid of Hammer's "CFileChangeWatcher::AddDirectory" warning as it serves no purpose for the end user
Large power substations keep more distance from roads
Changed 'slam' ammo type's default maximum to 5 from 9999 (gmod_maxammo still overrides this if above 0)
Package query caching
Started api cleanup
Merge branch 'master' of sbox
Fixed studiomdl's FixupToSortedLODVertexes trying to use dx80 files with fastbuild
merge from HDRP_Art_Backport