250,497 Commits over 3,959 Days - 2.64cph!
Dropped weapons (Player.DropWeapon specifically) no longer give extra reserve ammo
merge from /entity_hiding
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pagination and button links on Gmod
mailing list styling
build
[D11][#3673] Fix for: guards at the Bandit Camp appear to have no helmets equipped when viewed from a distance.
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Dead pines / custom billboards
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fixed composter server startup error
subtracting
49671 merge from grass_displacement
Enabled incremental GC on Linux servers as a test
[D11][UI][#3933] Fixed issues with the credits screen
[D11][UI][#3959] Added scroll bars to scroling screens [#3950] Removed old icon from find/join game screen
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The wheel collider kick prevention on listen server was messing with vehicles tumbling in the air. Removing it since it was a listen server only fix anyway.
Adjust max explosion force
merge from grass_displacement
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Corpses will now update their skin to match the players even if the player has had their skin updated via client.shuffleplayerseed
Renamed Water Desalinater to Powered Water Purifier
Remove ability for guide mesh to be rotated/positioned on the prefab (will update art assets instead)
Adjust armoured cockpit window colliders.
Added rigidbody explosion forces to vehicles when receiving explosive damage, with an upward bias (Helk request).
player.fillwater command now fills the maximum amount of water a container can take instead of just 999, also skips containers with no lid (bucket)
Fixed IO regression causing sprinklers to not run when connected directly to a Water Barrel
ModularCarAudio - Avoid divide by zero if max speed is zero.
Fixed possible exception in ScientistNPC OnKilled
New centre of mass icon, and centre of mass changes to better support upcoming explosion forces. More realistic positioning, using anti-roll to counteract the higher COM.
Add new TriggerWetness class to affect player wetness in a trigger
Added a TriggerWetness volume to sprinklers
Subtractive merge from collider conditionals removal commit. Unfortunately the compound collider bug does seem to still be around.
Support modules with liquid containers in the vehicle lift preview.
First attempt at vertex merging
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Added support for deployable guide meshes to display with a local rotation and position offset
Flipped the fluid combiner so it places in the opposite orientation from the splitter
New fluid combiner material
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Merge from Main->Vehicles
When using the vehicle lift, show a small loot panel for a selected vehicle module if that module itself has internal storage. Allows for more easily emptying modules to allow them to be moved or removed.