248,886 Commits over 3,959 Days - 2.62cph!
Fixed light position offset in Bandit Town + s2p
Reorder all card table seats/storage/mount points so that gameplay always follows the correct clockwise order
Merge from main + backups
- Fixed betting rounds not ending until the end of going around the table. Now moves on immediatey if everyone has had a turn and the bets are equal.
- Fixed the next betting round not always starting on the right player.
world model for bunny hat, better eye jitter stuff
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AssetBrowser: gridview and listview shows correct image ext (not just jpg for everything)
Improved oak trunk textures
Brightened up oak and beech tree billboard materials
Darkened tundra grass
Assign the correct Sit_Workcart pose to the work cart seat. Enable headlook for the workcart. Fix headlook on/off check bug.
merge from vehicle_vendor_fixes
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Fixed Button Map
Fixed clipping Model
Merge branch 'master' of sbox
Some more light fixtures texture polish
reduced hostile duration for players hit by peacekeeper turrets to 5 from 30
vehicles are now reposessed after 5 minutes instead of 2
team mates can now enter vehicles purchased in a safe zone without the vehicle owner needing to first depart
Fixed spotlight on Phobia starting with 0 radius
Optimize cssbox borders with combos rather than runtime branching
Updated Button Map
Cleaned up the button map
Removed old Button map vpk
Merge branch 'master' of sbox
Fixed weapon effect parenting bug
Remap depth value in DoF to actual game units
Merge branch 'master' of sbox
Military tunnels bundle of fixes
Spent some time improving light fixtures textures and prefabs to function as intended
HandleIndex simplification
Namespacing ManagedContext stuff so we can differentiate between client and menu
CreateSceneWorld takes a bool Menu, uses different context
TextEntry test fix
Remove debug
background-image: don't throw exception on null texture
Merge branch 'master' of sbox
Remove snowball from eggs
Added Button Map (art)
Button test map with art
Merge branch 'master' of sbox
Fixed floating hanging table lights at bandit town
Bandit town S2P
AIInformationGrid profiling and reworked array access
More profiling, bit of refactoring.
Fix buttons having wrong debug indexes on developer toolbar
Reflection adjustments to testmap
Fix edges on seamless reflections, needs shader recompile
Remove old conflicting simple and complex shaders
Recompile ocean with better seamless borders
Removed support for playing the legacy gestures via the gesture convar command
Fix text sizing issue on slots UI panel
Added a ton of extra profiling
Initial methods for border-image, stub for setting a gradient from image, set image from texture rather than URL
Make SetBackground in Styles.Set method lambda polymorphic
Fix squareish round borders being incorrectly set
Lightposts collider was incorrectly using LOD2
Various cave issues fixes
Added a ocean culling volume to cave entrances/cenotes and harbor tunnel entrances as they spawn close to water surface
Fix for the motor tool's torque axis
garrysmod-issues/issues/4882
Server flag filters and minor visual improvements
Also fixed unreachable servers being filtered out by default filter values
Hopefully improved performance of map icon loading
Only loads the current page, not all pages
Fixed Motor tool applying torque in "world space", i.e. acting as if the prop it is attached to is never rotated
Start devcam with no blur (fps sucks)
Restore disconnect button
Merge branch 'master' of sbox
Custom AddToHeightMap object for Junkyard mounds - this will fix the remaining floating foliage there
More consistent styling for text boxes in the main menu between operating systems and beta branches
Potential EndGestureShared NRE fix
Fixed cards mesh being visible underneath card table seats