249,451 Commits over 3,959 Days - 2.63cph!
Added progression flags that official stages can enable
New stage unlock condition system
Allow locked stage selection / navigation
Locked stage style tweaks
Added Transform (counterpark to CTransformUnaligned)
Rotation equality
Bind a bunch of skeleton stuff
Create BoneFlags.cs
Bind Transform
Remove unused code
Fixed ragdoll delayed render
Update tools
SE topological landmarks.
Fixed detail tiling value being crazy high from the rock tint script.
Fixed Lua stack leak with non string errors in ProtectedCall()
Fixed Stables spawning close to other monuments
Reduced Stables safezone slightly
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Launch site floodlight towers now have radiation
ModelDoc: Don't do ScaleAndMirror on any of the physics stuff. Their scaled sizes/positions aren't reflected in the modeldoc viewport - so end up being different scales to what you think!! Should we be disabling it like this or trying to reflecty the scale in the viewport?
Bind CBaseAnimating BecomeRagdollOnClient
Add ragdoll setup to citizen model
(test) Become a ragdoll if Use pressed
Replaced all harvestable fallen logs with new assets
merge from November_Balance
Reduced Clatter Helmet crafting time
Reduced Bone Helmet crafting cost
Reduced Bone Helmet crafting time
Reduced Bone Armor crafting time
Reduced Wood Chestplate crafting time
Reduced Wood Armor Pants crafting time
Reduced Bucket Helmet crafting time
Reduced Coffee Can Helmet crafting time
Reduced Riot Helmet crafting time
Reduced Python Revolver crafting time
Reduced MP5 crafting time
Reduced Revolver crafting time
Reduced Double Barrel Shotgun crafting time
Reduced Flame Thrower crafting time
Reduced Pump Shotgun crafting time
Reduced Thompson crafting time
Reduced Assault Rifle crafting time
Reduced Bolt Action Rifle crafting time
Reduced Custom SMG crafting time
Reduced Heavy Plate Helmet crafting time
Reduced Heavy Plate Jacket crafting time
Reduced Heavy Plate Pants crafting time
Reduced Burlap Shirt crafting time
Reduced Burlap Shoes crafting time
Reduced Burlap Gloves crafting time
Reduced Burlap Headwrap crafting time
Reduced Burlap Trousers crafting time
Reduced Tank Top crafting time
Reduced Wood Storage Box crafting time
Reduced Kayak crafting cost
Reduced Metal Facemask crafting time
Reduced Metal Chest Plate crafting time
Toggle devcam with devcam command
Added Rotation Up, Down
Added Rotation.LookAt( Vector3 forward )
Camera.Activated when switching to it (allows initialization)
Added DebugOverlay.Axis
Added ModelEntity.OOBBox, CollisionPos, CollisionRot properties
Fixed LastButtons getting stomped in ClientInput
Update DevCamera.cs
updated crane prefab, added lights
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Removing some more unused code
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implemention of lewis concepts, group selection, unlock path logic
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More workcart rail physics
Update PlatformService from WorkshopIconRender script so that Steam skin queries work when generating icons
AND Switch Stackable
Audio Alarm Stackable
Blocker Stackable
Button Stackable
Chain link Fence Stackable
Chair Stackable
Counter Stackable
Door Controller Stackable
Drop Box Stackable
Electric Fuse Stackable
Electric Heater Stackable
Electrical Branch Stackable
Elevator Stackable
Flasher Light Stackable
Floor grill Stackable
Floor triangle grill Stackable
Fluid Combiner Stackable
Fluid Splitter Stackable
Igniter Stackable
Large Solar Panel Stackable
Laser Detector Stackable
Memory Cell Stackable
OR Switch Stackable
Prison Cell Wall Stackable
RAND Switch Stackable
Root Combiner Stackable
Scarecrow Stackable
Secret Lab Chair Stackable
Siren Light Stackable
Small Stash Stackable
Smart Alarm Stackable
Smart Switch Stackable
Snap Trap Stackable
Snowman Stackable
Splitter Stackable
Sprinkler Stackable
Survival Fish Trap Stackable
Switch Stackable
Tesla Coil Stackable
Timer Stackable
XOR Switch Stackable
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Fixed not overriding buttons properly
Camera is primarily responsible for building ClientInput - but Gamemode, Player, Animator and Controller all get a go on it
DebugCamera override BuildInput, prevent player input
ProtectedCall() now fills g_LastError on error like expected
Tweaked the double lane curve piece to fit better on the grid
Fixed infinite loop in Vector2 constructor
Clear look input deltas if UI wants the mouse
Added Rotation.Angles()
Pass ClientInput to Gamemode
Train tunnels / 90 degree single lane curve piece / 9m straight single lane piece
Updated default keys with controller binds
Added Rotation +, *, -, FromAxis
InteropGen - fixed accidentally hardcoded NativeEngine.ViewDesc in AsRef
Bind ClientInput
Changing these from static so we can access them in clientinput.cpp
Hook input processing in CClientInput::ProcessInput
use +iv_ binds
Removed ambigious InputButton's (MoveLeft, MoveRight, Speed)
Pass ButtonBits to ClientInput
Delete clientinput_camera.cpp, clientinput_joystick.cpp, inputmovement.cpp/h
Access iv's directly,. delete FindSource2ClientInputVar
CalcButtonBits uses InputValueDigital's instead of kbutton_t
No need for CLinkInputValuesToKButtons now
Deleted kbutton_t
Deleted legacy IN_ concommands
Deleted a ton more redundancy input code
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Don't complain about null leaderboards when !ShouldSubmitScore !redux
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merge from November_Balance