201,418 Commits over 4,171 Days - 2.01cph!
More UI text component replacement
Fixed pistol getting deselected in some cases when reloading in vehicles.
Cops aim in a more real-time way.
Minor fix for and issue that stopped cops from aiming in certain situations.
Balance tweaks. Made cops less accurate.
Making sure all maps somewhat support AI
Merging more AI work from Main
Enabled time.pausewhileloading by default
Better antihack.debuglevel: 1 prints max violations, 2 prints nonzero violations, 3 prints all violations
AH logs are warnings (yellow)
- Fixed issue with auto turret ak not displaying
- Added ak lods to auto turret
Enabled forward rendering support on terrain and terrain-blend shaders
Disabled snow accum when painting is enabled (was running out of samplers)
Fixed binds sometimes printing out null
Fixed ent commands bound to keys getting fucked up
* Fixed Weapon.LastShootTime being always 0 serverside
* Added Weapon.SetLastShootTime( time=curtime ), shared
* Small GitSync - TTT and default godmode setting for sandbox MP
Fix? for players getting opponent's squad
Automated Linux Build #538
Automated Windows Build #538
creeping plants / flowers custom normals pass for volume
lowered cutout to .21 for distance volume
* Fixed hlfaceposer and hlmv not workinig out of the box
dock_ground_concrete material changes
concrete_h meta resize to 1024
Automated Linux DS Build #538
Updated custom PBS lighting to match b6+
Enabled forward rendering support on grass and speedtree shaders
Updated ASE to v0.4.0, first non-beta release
Automated Windows Build #539
Holdtype fixes for lr300,semi auto rifle,m249 & flamethrower
tryign to make branch shelter work
Automated Linux DS Build #539
fixed slightly off position of double door hatches
Unit protobuf, track last attacked and moved turns
you can pick branches from trees
Updatingsome procgen clutter
Adding a second large common bush
Armored doors LOD1 include the peep hole
Fixed shop, lot purchasing and network menus.
Command point prototyping