248,557 Commits over 3,928 Days - 2.64cph!
Some refactoring to keep shared config in one place
Tolerate slight overhangs
Baked new road network down into mesh assets & applied to scene.
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merge from hapis2020_cherrypickeroo (Hapis Update)
Fixed default faceposer presets
Changes to base_ai
sound script changes
Slots 7-0 in Options
HL2 credits so that they work in gmod
Update send.txt
Fixed faceposer UI getting filled when changing targets
Preset editor improvements
handles different cAsInG of convars and missing preset convars
Empty rope material Lua error fix
Server browser favorites change
addon list invalid state changes
getmaps.lua optimisations
cherry pick all the changes from main
LOD/COL/Prefab setup for all overpass modules
Adding decalgamesystem.cpp to server
Create decalgamesystem.def
vm jackhammer - updated source
Final ore spawn topo masking
Added 3p jackhammer holdtype anims, override controller,
re-exported world model, updated positioning & holster offest in .entity,
removed offset values in .worldmodel, updated bounds on both prefabs
Fixed Vehicle.SetVehicleParams taking "steering" parameters from "engine" table, fixed it affecting the speed of some cars due to vphysics shenanigans, fixed it needing boostMaxSpeed, maxRevSpeed and maxSpeed in different units
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merge from Jan_bundle_limits_crunch
enabled crunch compression on some large offending mats
Bullet hole decal
Surface describe decal
DoBulletImpact also drops a decal
Moved the computers to market terminal prefab
Marketplace shipping container material
Add more error checking to the terminal in case its parent isn't valid
Fix delivery timing out instantly after a few min of uptime
Fix kinematic warning on client
Remove some debug logs
Don't update commandbuffers if underlying renderer is disabled.
Fixed tunnel entrance position offset not being correctly eliminated when the tunnel entrance was rotated
Going through the bug list
Changed tunnel entrance environment volume from underground to building
Tunnel train station prefab updates to include the corridor transition meshes
Bind PhysicsImpactSound
PhysSurfaceProperties.UpdateSounds
C_OP_WorldTraceConstraint.m_bDecayBounce default to true
Added SurfaceExtension in addon code, with DoBulletImpact
Rand.FromArray returns default if array in null
Default impact effect
Gun makes surface impact effects
Tunnel entrqance prefab environment / water / terrain volumes
Updated dungeon_grid_test scene to use the proper tunnel entrance prefabs
Tunnel entrance prefab update to include greybox mesh
Corridor prefab environment / water / terrain volumes
Tunnel corridor prefab updates
Tunnel corridors now align perfectly (snapping start point to the 3m grid horizontally, 1.5m grid vertically, then picking tunnel pieces near the end so everything connects perfectly)
Updated lots of misc VM prefabs
Support min/max/group in fgd kv