240,294 Commits over 3,867 Days - 2.59cph!
[D11] Spotlight Rotation fix
Prefab'ed procmap's world setup
Replaced old cliffs placement scripts with the new ones
Procmap now uses foliage.v3 and decor.v3
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potato, potato seed, fertilizer icons
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Vehicle lift client now knows about the occupant. Will allow showing info based on more than just container items in the UI. Protocol++.
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Remove duplicate SettingsButton
mech trap laser looping sfx
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
clamp frame orbs to bounds
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Don't allow moving or removing modules that have stored content + other cleanup
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Intro test replay
Fixed possible bullet error when running non-baked
Couple more test replays
Fixed json script line numbers
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New EntityFlag_Animator component for controlling animators
Fluid switch handle animation hookup
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cherry pick the workshopDL changes and prop_combine_ball crash fix
Resolve some issues with stuck download prevention for WorkshopDL
No longer need to add foliage meshes to MeshCache
Added CLIP tool textures with custom step sounds to mimic CS:GO
VBSP: Allowed usage of multiple unique clip brushes to enable custom footsteps on them.
Reverted from using NativeArray in places
Disable overview_mode stuff completely, it was used to cheat, and is completely replaceable by Lua
Link to Garry's Mod wiki pages have changed. (#1637)
[D11] tracer optimisations
[D11] Testing framerate independent camera movement speeds
[D11][#3631] Adjusted light brightness.
[D11] Reduce clientside tracer fx to reduce raycasts
Stash empty folder if something does not exist (because it is not being built)