193,446 Commits over 4,079 Days - 1.98cph!
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[D11] Fixed int to uint error.
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Force whatsnew.mp4 background video if launched this version less than 3 times
Fixed incorrect itemid on cowbell
Trying out some new types of playable instrument
Includes: Cowbell, Tenor Drums, Trombone and Violin
Added gang rep increase info to mission complete dialog. Network++.
Allow user to cancel active mission, from the mission info UI
Changed some mission messages, and Mission Complete title can now have custom extras. Network++.
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Door spawn, car spawn, some other shit
Fixed concrete_e_sewers material looking black under low shader level
LightExProcessor - fixed GC allocs rebuilding job data, don't realloc results array unless growing
Fixed mud_a_sewers material looking black under low shader level (powerplant)
Fixed checksum mismatch when using server level transfer
Added server.leveltransfer convar
Added maxpacketspersecond_world convar
Renamed maxrpcspersecond to maxpacketspersecond_rpc
Renamed maxcommandspersecond to maxpacketspersecond_command
Remaned maxtickspersecond to maxpacketspersecond_tick
Renamed maxcommandpacketsize to maxpacketsize_command
HL2 jeep gets its gun on HL2 maps automatically
Moved dog footsteps clientside
s2p powerplant monument: fix for broken coal material on train carts
Fixed killing yourself with the Jeep's Gauss Gun making the vehicle bugged, unenterable and sometimes driving forward endlessly
Fixed Rollermine NPC on fire constantly jumping and not doing much else
[D11] [UI] Updated translation for Server Search OSK on Find/Join Server page.
[D11] [UI] Fixed translations of various OSK's on reporting flow and server admin pages.
Added lots for garages. Buildings generate a polygon.
[D11][UI] Removed unnecessary canvas renderers and adjusted canvases
[D11][OPTIMIZAE] Job stuff done for async mouth/spine/eyes. Need to do some checks to make sure its not slower than the original. I've turned off async skinning again because theres an error in the editor + i've seen some screenshots from QA and there are clearly still problems.
Fixed issues with (un)powered lighting in excavator; updated monument scene and prefabs
[D11] [UI] Fixed being able to give non-wearable or holdable items to lockers by default. Moved generic functions for loot panels out of water catcher and into base loot panel class as virtual functions. Added missing "Give" translation.
Made playerseed and shuffleplayerseed take optional argument that specifies the target player (only visible locally, only in demos or admin / dev)
Fixed some buggyness with garage door opening anims.
[D11][OPTIMIZE] SpinkIK/Eyes/Mouth multi-threading ( but still disabled, having local build problems need to clean up )
Extended Excavator prevent building volumes around collection areas
Excavator harvest menu typo fixes
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