249,338 Commits over 3,959 Days - 2.62cph!
Better check for the taxi trade box that allows for use of the front-mounted option when not mounted
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fix tiny gap in dial tone loop
Replaced dead_log_a with a higher quality mesh
ENT.Initialize for clientside only entities now acts similarly to networked entities
Fixed addons not being able to update after they have been already loaded by the game (during loading to a server)
Fixed exception in Trace.Ignore
TraceResult propertly returns the hit entity
Health + TakeDamage binds
Do actual damage in test addon gun (shatter glass etc)
Asset updates
localisation on filter devices
hub localisations and map size
More update status bar changes
Fixed white materials on the small splat stones
Added DoPrepare item to asset right click menu (good for testing)
Notification status no servers and no servers in drawer pagemessage
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Pass server logo to delete server
fix no devices and no filter results
Implement .Ignore( ent ) for traces
fix status bar issue on login ios
Sphere tank radtown refresh end
Satellite dish changed to radtown
Changed vertex normals on new grass to point up / color balance pass on temperate foliage / tweaked some diffuse and spec textures on trees
IAISenses
Sesnes now keep lists of threats and targets.
TargetDetected event.
ThreatDetected event.
Fixed normals on editor camera model + updated material
Entity.Rot
PlayerController.Rot
Citizen skin tweaks
Fix Server list scrollarea
ServerInformation rewrite - potential android fix
Moved codegen .gen folder to addon root (it's only used for diagnostics right now)
Update .gitignore
Content List is flat and organised by type instead of folder based
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Server Logo in pairing and tablet modal
Addon dependancies caps insensitive
Add Content to Sandbox.Generator
Citizen addon: generate code so we get a content list
MyAddon - depend on citizen, use generated content path
Buffer up native console prints until newlines
Disable ESP
Clean up this code
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Have the storage entity drop any contents as loot if it's destroyed by a conditional
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New system for handling sub-entities on modules as conditionals. Destroy the sub-entity entirely when the condition is not met, and re-create it if conditions are met again.
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Allow reassigning the gameobject in the modular car conditional
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Plants increase water quality when raining (standalone and in planter)