248,566 Commits over 3,928 Days - 2.64cph!
block players getting inside Drone market place
Fixed rf broadcaster deployment stacking
Fixed rf broadcasters incorrect excessive bounds
merge from LunarNewYear2021Removal
Restore mainmenu
Disable firecrackers
Entrance mesh sign
Adding elevator animated door
Nesting the new hinged door into stairwell prefabs
Changed a few doors and light prefab types for Damian
Bind RenderContext.SetBlendMode
Added mix-blend-mode to styles
Renderer support for mix-blend-mode: lighten + multiply
Fix warnings
Merge branch 'master' of sbox
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Scene Backup / exterior lighting
Setting up for proximity alerts. Also have the main train script call the update on the audio script, to reduce Unity method calls.
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Remove older (hopefully) unnecessary calls to Ignore Collision on parts of other compound colliders as well
Don't ignore collision on what's already going to be a compound collider
Material edit. Made work cart glass more transparent
Updted how work cart damage effects trigger
More unit collision ECS code gen
Testmap with a hole to test sun volumetrics
Use henyey-greenstein scattering term for more accurate volumetrics on dynamic lights
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Adjust low and medium engine speed settings
Fixed train wheel rotation visuals
Fix CSM shadow flickering from volumetric fog
Fix PlayerInventory.Take sometimes taking too many of an item
Let people know that -authkey is no longer needed if it is still in the srcds launch options
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Activate headlights by default when work cart engine startup completes
Moved lifetime job to its own system, trying out IJobChunk
More system refactoring
AI conversion tool now works on Junkpiles, converts patrol routes, cover points, spawn data.
More new junkpile scientist prefab updates.
Fixed AIInformationZone.GetForPoint breaking if any entries are null.
Updated old AiLocaltionManager to use the new AIPoint stuff (until I remove it altogether).
BaseFollowPath state will now automatically follow the nearest path in the AIInformationZone if one isn't specified.
Fixed server-side junkpiles getting destroyed incorrectly sometimes, which was causing AI issues.
Skin shader compiled objects
added skeletonskin to Jumpsuit skinned mesh renderers
Updated CPackedStoreReadCache to its TF2 version, to hopefully fix a random crash 1 guy had
Fixes for potential crash issues when handling Lua entities in C++
Entity.SetTable now throws a type error when given not a table (used to silently fail)
Missing the weapons/scripted_ents.Get function at entity creation no longer exists the game (For example when its only missing clientside)
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Update the continue statement implementation in LuaJIT
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