198,661 Commits over 4,140 Days - 2.00cph!
King of the hill UI layout adjust, and add target score info.
snow area fixed collider displacement + enabled collider on snow machine
Upgrades can be deconstructed from the upgrades panel
snow machine temp trigger off by default
snow machine increased disp + fixed foliage disp
Fixed force complete not working and causing items to erupt out of buildings if they have any registrations
changed display names of tier 4 and tier 5 building to avoid conflicts in the debug menu
snow machine fixed meshLOD issues
Fixed Command.Copy not copying BehaviourPlanSettings properly in some instances
snow area fixed normals + fade out disp at edge
adding strip border to debuff mod
snow area custom shader + moved disp to shader + foliage disp
Evacuation pipes progress backup
Made metal_panels_g texture more rusty. Added rusted blend
Tidied up build settings a bit
[D11][TUTORIAL] Added tutorial actions for spawning cargo drop, attack helicopter and recently woke up. Disabled random events in the tutorial server config
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Fixed EmitSentence not working on clients
Restored some func_door functionality from HL1
HL2 crossbow no longer tries to shoot HL1 bolts and crash the server
Updated Options menu keybinds to be more descriptive
Added "distance to camera" button for func_areaportalwindow's FadeStartDist/FadeDist keyvalues in Hammer
[D11] Save game settings to player save game data file (currently disabled)
[D11] make sure the startup bundle doesn't get loaded twice, regardless of the task ordering and parallelism.
[D11][TUTORIAL] Disabled building decay in tutorial map, converted shelter for socket enabled version (partially), updated message prompt for shelter hint
[D11][TUTORIAL] Fix for GameTip coroutine being stopped when object is disabled
[D11] allow the bootstrap runner to have different code per platform. Mainly just to prevent accidental changes (i.e. implicitly you had to be in ps4/xbox mode to regenerate the code), but the different consoles may legitimately end up with different orderings depending on their hard drives etc. In order to keep things simple from a testing point of view (and there may still be some un-known dependencies to be found), if the timing information is kept the same, you'll get the same results.
[D11] add switch for editor asset bundles flag
oilrig crane progress backup
Override the current culture earlier in boot
More fixes to levelling up
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Removed some debugging from UI
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fixed += dispaly and negative mods showing empty