249,019 Commits over 3,959 Days - 2.62cph!
Fixed valid placement angle and added missing GroundWatch to telephone
Remove bone position rewriting because we snapshot the default pose correctly now
Add dead zone extent parameter
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weather.report now includes the exact parameters that are currently being applied to the sky dome
Allow the inspector to edit things without hitting the cache
Scene backup.
Added snow variant of the coal piles.
Added GetTimeoutInfo() - returns bool IsTimingOut, float GetTimeSinceLastReceived
Allow weather.load while playing back demos
Send replicated convar initial state when starting a demo
Can now override shader flags for sprite materials
Disable LOD0 completely when at a decent distance
ENT:HandleAnimEvent can now return true to suppress the default action
description/name + layout tweak
protobuf
merge from Stables_Monuments
Decor version of the mixing table
Stables Lighting Prefabs
Various LOD distances tweaks
Stables shops dressing pass and lighting pass
Attacked event no longer gets triggered by own entity
Workcart update
Combined materials, reduced material count by 2.
Store owner entity in memory slot 5.
Attacked event now uses input memory slot instead of assuming self.
regen protobuf after merge
merge from Halloween_2020_Patch
Attacking Scarecrow NPCs no longer flag the player as hostile
merge from redirect_research
AppVerif toggle bat files
Fixed crash on exit (uienginesource2 was trying to delete the filesystem, but we'd replaced it with our own - which is a pointer to a static)
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Have the train detect the track section it's on
Train track collator now working correctly with any track orientation
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New CollateTrainTracks script can run at world gen time to collate all train track segments in the scene into complete tracks. Still WIP as it's missing handling for rotated track pieces
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Fixed not being able to research items with redirects
When researching a redirected item a blueprint for the base item will be produced (eg. researching a spacesuit will produce a hazmat blueprint)