249,180 Commits over 3,959 Days - 2.62cph!
Fixed issue with terrain blending on potato settings
Fixed issue with terrain base texture generation. Fixed issue with instanced terrain normals.
Implemented background-position in shader
Added background-repeat property
fixed ability to jump inside covered ch47
fixed medium rock formation anchors pivot not being offset to scale right
swamps, shrunk the water bodies to better fit procmap, avoid cases of floating water bodies
fixed floating cliff at WTP and sharpened the terrain blend map around it
crates at airfield display until network range as they are pretty much the only covers out there
Temporarily re-enabled suicide and fixed an NRE in OnPlayerStart
Loading screen cancel button should work
Floating friends list
Merge branch 'master' of sbox
Oops, fixed the knife sound not playing when swiping
Added an ability system and Sense and Scream abilities for The Hidden with UI
re-setting LOD draw distances on power substations prefabs
Revert "AssetBrowser: gridview and listview shows correct image ext (not just jpg for everything)" might have issues when there's no content src
electrical boxes and crates draw distances (must have gotten stomped during proxies)
re-added sewer branch puzzle
fixed rock clipping inside trainyard tunnel
Roadside train tunnel entrance now uses entrance_monuments_a prefab
Train tunnel icons on entrance_monuments_a and entrance_monuments_b
delete and re-creating metas on vehicles and small rock clutter files (similar problem encountered with cliffs earlier)
Added prevent building volumes to roadside wrecks
Fixed sounds not working correctly with clientside only entities:
* Footstep sounds
* _G.CreateSound, Entity.EmitSound, Entity.StopSound, Entity.StartLoopingSound
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Add z-index property
Rename UI.Renderer to UI.BasePanelRenderer
Rename UI.TextBlock to UI.BaseTextBlock
Added missing ACT_ enums used by the default player model animations
Add Texture.LoadAsync
GameScreen background wait for texture load before adding visible class
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reworked checkpoint2 area at airfield, fixed barrels spawns
fixed floating water tower at wtp, intersecting rock inside sewer tunnel
removing birch_medium_tundra harvestable tree from satellite dish in an attempt to fix NREs
roadsigns are harvestable in sat dish
fixed crane/rail block at trainyard by fully blocking the gap, attempting to get better electric wires rotating powerline posts (this is getting old)
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Add BgTint to cssbox shader (allows bgimage to obey opacity)
Fixed alpha blend in cssbox background
Merge branch 'master' of sbox
Another attempt to make the cave_sewer_hard terrain cooperate on all seeds
updated wip pipe set
Merge branch 'master' of sbox
bulkframe props chainlink fence now properly on transparent layer and double sided collider
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loot barrels gibs material should match visuals
fixed collider gap in cargo ship deck wall
fixing cargoship style 2 containers covers zfighting/clipping
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Compound - jiggling about prevent movement volumes to prevent access to getting stuck honey pots
Awnings - added a custom collider, fixed collider being one way on cloth
LS - re-sculpting terrain around the drains to help prevent out of bound exploits on some rare seeds
Small oilrig fixes, powerplant fixes, excavator fixes
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Allow playerseed command to work with player names instead of IDs (only for players who are in the scene though)
Fix the playerseed command not handling Steam IDs due to them being longer than what fits into an int
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