248,568 Commits over 3,928 Days - 2.64cph!
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Increase hazard warning min dist so it doesn't trigger when shunting in reverse
Proximity alert improvements and fixes
Fixed spins not animating if player dismounts while spin in process
Fixed reel positions in the wrong visual location when loading on the client
Fixed shading of item icons on slot machine UI
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Slightly lower saturation on FluorescentLightCold.mat
Site C lighting and minor layout tweaks
Fixed spotlight warm prefab actually having a cool light (?)
Shared spline data update
Fixed being able to open scrap storage on neighbouring slot machines
Reduce the amount of collision damage from train collisions, and increase the force required to derail
Raised dismount points slightly so they're not blocked by ground
ModelDoc: Add origin alignment to RenderMeshFile (offset mesh to bounds min, max or center)
Add Distance to TraceResult
Car physics test
GM:GameContentChanged is now also called for serverside/clientside realms like originally intended
Subscribing to an addon while in a map now refreshes the spawnemnu > Browse > Addons section to contain the new addons, if any
Add train_tunnel_double_switch_a_36m back in so I can use it for testing switched on the train tunnels map. Plus data index edit on 108m track
Fixed GameContentChanged hook running 3 times in a row in menu state
Better error handling for getting subscriptions to hopefully prevent "Fetching subs" getting rarely stuck forever for some people
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shotgun worldmodel
anims/holdtypes
Fixed exception on spawn
rust_shotgun
Display a UI message when we failed to find models for an addon in SpawnMenu > Browse > Addons
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more NPC fixes in tunnels
dungeon navmesh generation
attack anims, brass eject
pistol ejectbrass particles
Allow BaseCarriable a go at the PlayerAnimator (to choose holdtype etc)
jumpsuit female model and prefab
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Merge from range check interface changes.
Events now have unique ids, send the ID of a triggering event if viewing in the AI designer.
AI designer now highlights the triggering events.
Updated junkpile scientist AI design.
Protobuf.
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Better worldmodel physics for pistol + smg
SMG viewmodel
Merge branch 'master' of sbox
Fixed skin transmission on viewmodel cascade and fixed seamless envmaps on skin transmission/two lobe specular
Merge branch 'master' of sbox
rust_smg source
Fixed all weapons being visible on equip
Weapons use bonemerge on parent
Added bones to pistol for bonemerge
Ignore this warning, it's now wrong
smg worldmodel setup
smg _rough textures
smg worldmodel finish
Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells
Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances
Tunnel entrances are now also under "Dungeon" hierarchy