192,356 Commits over 4,049 Days - 1.98cph!
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Add wind to new vines
- Swap to having existing component rather than adding it dynamically
erosion tuning and fixes
- tweaked values again, bit more prominent
- splitting slope calc into its own job with tiling for better caching
- corrected error with flux calc where water was tending to flow in one direction
Add some extra length to loosen the rope
Swap vine over to using fake physics rope instead
LOS test and small refactor.
Colors from C++ have their metatables
Unifies how colors are pushed to Lua, removes hacks
Added Panel:GetContentAlignment
Added `trigger_teleport_relative`
Added m_bBreakable to prop_door_rotating DataDesc
Merged Pull Requests
* TTT: Fixed inconsistency for default values in terrortown.txt
* Changed "Toggle" to "Toggle Key" for Muscle and Hoverball key inputs
* Certain Sandbox entity spawning global functions (used for spawnmenu) return the entities they create
Use Panel.GetContentAlignment to fix DButton text alignment
With recent changes, the text in right click menus in Sandbox was moved to the left unintentionally. So now we use the new function to make it look right for both, left aligned text buttons, and center aligned ones.
Fixed a double attack triggering in some situations.
Removed debug logs.
Turned the wallpaper item into a wallpaper tool
Floorpaper and ceilingpaper prefabs setup
Created a few test skins
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Update tiger speed values for new anims to prevent sliding
Editor-only UI convar warnings
Zigg Tank UV fix
Collision
test wall and floor papers
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Scatter dart: more darts, more spread, more damage falloff, less damage.
zigg scene ivy set dressing pass - feel free to iterate on
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Add extra anim events to SwapAmmo.
Switch blowpipe to be event driven. Setup anim events.
Fix dart being visible when no ammo.
trawler ship - interiors greybox
Texture resolution change
More descriptive descriptions
jungle zigg, tank large update.
-Materials
-Textures
Visual bug fixes to Big Zigg
Enable server occlusion by default
- Server owners can opt out of server occlusion entirely with the '-disable-server-occlusion' cmd line parameter
- Server owners can opt out of baking the rock meshes into the occlusion grid with the '-disable-server-occlusion-rocks' cmd line parameter
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Adding animation content and initial set up files for the compass
Blowpipe animation updates
merge from LODs refresh - this should not require scene to prefab as it is mostly texture rebakes and re-targeting in materials - limited prefab changes
merge from LOD Baking tool
Added a few tooltips to the editor
Added zoom modifier field to skinnable object, affects the default zoom of the camera in the workshop editor
Modified bear rug as an example
Added server.spawnvinetrees, will skip the vine trees during proc gen unless this is enabled
Needs to be set at boot, will do nothing after proc gen has processed
Fix HE grenade having 80 explosive player damage instead of 90 (after making player specific damage)
Fixed vine tree not getting randomised rotation
Improved initial rotation of vines, fixes camera snap the first time a player uses a vine