248,620 Commits over 3,928 Days - 2.64cph!
re-enabled particle accum layer on snow ores mats
fixed pickup truck collider not letting you reach loot inside the engine bay
Fixed Supermarket splats being mostly grass even indoors
Darkening rock splat moderately in temperate and slightly in tundra to suit terrain cliffs lighting conditions better at sunrise and sundown
Support trans suffix in create material from image
Export crossbow and arrow materials properly
Big update to the in-game news UI so it now shows the entire post, with images and youtube links
Also scrolls much better with the mouse wheel now
Reapply slots changes (any future slots hotfixes should happen on main and then get merged in to this)
Add default bind to open gesture menu
Icons, automatically calculate length of animation
Don't allow gestures while mounted
Added support for gestures that block movement
Refactors
Boilerplate unlocking support (probably not important right now)
Changing held entity cancels gesture
Swallow the input if cancelling a gesture by LMB or RMB (fixes firing a gun the following frame after cancelling a gesture, gotta release LMB first)
Blocked belt input path if playing a gesture
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Overwrite wooden_cabins and Babdid_Town [sic] with the versions from main to make sure nothing from Main was lost in the merge
Merge Main -> CardGames. Manifest, protocol++
Fixed missing third person friendly, ok and point animations
Revert last two changes (save/load fix and time after jackpot change from Friday)
Reapply save/load fix with old non flag system
Will reapply changes after hotfix
Added lua_dumptimers concommands
Fixed Entity.GibBreakServer crashing with brush entities
Ensure we only flush models on disconnection, because expecting LevelShutdown to NOT be called on map load multiple times is too much to ask from Source (Fixes L4D1 maps crashing on load again)
Analytical antialiased borders
Temperate grass size tweaks
Tundra distance size tweaks
Added more color variation to temperate grass texture
Temperate material tweaks
Fixed DMenuOptions text color not being affected by currently active Derma skin (Community Contribution)
TTT: Fixed ragdoll pinning HUD for innocents (Community Contribution)
Fix custom theme issues with DMenuOptions (#1775)
Don't call SetTextColor in DMenuOption as it overrides theme colors.
Fixed properties not working on brush entities
Added Kill feed translation for point_template (Found on ep2 maps)
Play 2D sounds via .FromScreen
2D sounds
Merge branch 'master' of sbox
Weapon Selection UI handles weapon drops proper
Ammo count annoyances
Added number.UnsignedMod( number ) extension
volume convar works
Added Panel.ChildrenOfType<T>
Update to temperate grass spawn settings
Added UserInput.ActiveChild, UserCmd.ActiveChild
Added ClientInput.SuppressButton, ClearButton, MouseWheel
Panel can subscribe to IFrameUpdate, IPhysicsUpdate (gonna have to figure out a better way for this dumb shit)
Added IClientInput
Merge branch 'master' of sbox
Deleting HDRP folder in lighting prefabs
Hotload: Reflection instance tests
Hotload: Added failing WeakReference tests
Hotload: Working on a nicer system for organising instance upgraders
Hotload: Factored out reflection and delegate type upgraders
Hotload: Added WeakReferenceUpgrader
Hotload: Parameter cleanup
Hotload: Test cases for closures losing captures of various kinds
Hotload: Fixed possible exception in DelegateUpgrader
Hotload: Made it more obvious when to pass a replacement type
Hotload: Added WeakReferenceUpgrader
Hotload: Some documentation, clearing UpdaterGroup caches
Hotload: Added a failing HashSet<T> test
Hotload: Actually use ChildUpgraderOrder
Hotload: Finishing off refactor
Hotload: Cleaning up
Hotload: IBorn and IKilled work again
Hotload: Fixed OnClearCache() not being called in UpgraderGroup children
Hotload: Fixed ArrayUpgrader calling the wrong method on elements
Merge remote-tracking branch 'origin/master'
Merge branch 'hotload-refactor'
Removing the water from sewer branch canyon in case monument spawns canyon under sea level
Shore wetness adjustments on medium rock formations - was too high
Created custom meshes for temperate and arid cliffs to serve as AddToHeightMap proxy - This greatly reduces foliage growing on the cliffs walls
greatly optimize cssbox and improve image quality
Variable border size
Adjusted subpixel AA ratio, fixed a few units on cssbox, compiled shader
Merge branch 'master' of sbox