130,388 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Pool table item name/description
                
                
                
                
             
         
        
        
            
            
            
                
                Update the hit vector when passing through to a ball, or else it's always just the up normal of the table
                
                
                
                
             
         
        
        
            
            
            
                
                Hits near - but not actually touching - the balls now still move them. Makes spear-pool much easier. Something still not quite working right here though.
                
                
                
                
             
         
        
            
            
            
                
                Pool ball physical interaction work
                
                
                
                
             
         
        
            
            
            
                
                Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
                
                
                
                
             
         
        
            
            
            
                
                Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded
Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
                
                
                
                
             
         
        
            
            
            
                
                Split 3p gestures into individual fbx anims
                
                
                
                
             
         
        
            
            
            
                
                Added player avatar mask for referencing entire bones in anim clips
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed unharvestable 'ghost' trees, making sure killed trees are not added back to the LODGrid
                
                
                
                
             
         
        
            
            
            
                
                Fixed prefab ID shenanigans
                
                
                
                
             
         
        
            
            
            
                
                Compression updates to vm anims
                
                
                
                
             
         
        
            
            
            
                
                Recreated the pool ball entity structure. Ball 1 is now the base prefab, all others variants
                
                
                
                
             
         
        
            
            
            
                
                Split vm crude gestures into individual fbx files.
Various anim tweaks - scaled down middle fingers a bit
                
                
                
                
             
         
        
            
            
            
                
                Tests for a standalone LOD baker using the UnwrapBaker system
                
                
                
                
             
         
        
            
            
            
                
                Better colliders so the holes aren't blocked
                
                
                
                
             
         
        
            
            
            
                
                Visual studio automatically adding incorrect using statements
                
                
                
                
             
         
        
            
            
            
                
                Manifest rebuild for pool table entity
                
                
                
                
             
         
        
            
            
            
                
                Created pool table entity. Set up convex colliders so it can be used on tugboats. Set up comfort and preventbuilding zone, icon, resource cost etc. Added a rack of pool balls that come with the table.
                
                
                
                
             
         
        
            
            
            
                
                Loadouts now save ammo count of weapons
                
                
                
                
             
         
        
            
            
            
                
                Manifest build, add the pool ball entities
                
                
                
                
             
         
        
            
            
            
                
                Merge main -> hackweek_pooltable
                
                
                
                
             
         
        
            
            
            
                
                Restore fast manifest-only updates
                
                
                
                
             
         
        
            
            
            
                
                jackhammer new material and textures
                
                
                
                
             
         
        
            
            
            
                
                Fix bunch of CLIENT & SERVER compilation errors
                
                
                
                
             
         
        
            
            
            
                
                Fixed collider issues on sentrys again
                
                
                
                
             
         
        
        
            
            
            
                
                Fiannly got turrets working on vendor
                
                
                
                
             
         
        
            
            
            
                
                Add commands to add spawnpoints to the server at runtime & load different spawn points
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix broken reading delta protos (player ticks)
Game seems to run fine in the editor now
                
                
                
                
             
         
        
        
            
            
            
                
                More updated spawnicons
New spawnicon editor options
Move speed customization, FOV precise control, camera position copy/paste
SetCookieName support for DNumSlider, DCheckbox(Label)
Added DAdjustableModelPanel:Get/SetMovementScale
Spawnicons for HL2 models shipped with the game
Fix citadel pods not advancing their animation
force spawnlist file names to lower case
                
                
                
                
             
         
        
            
            
            
                
                vm sks movement tests
- added mask for bolt
- updated anims (landing, sprinting)
- stopped camera bone inheriting transforms
- removed camera offset in prefab
- set head bob run to 0 for improved sprinting
- added conditions in animator to return to idle faster if landing and in ironsight
                
                
                
                
             
         
        
            
            
            
                
                Fixed EntityRef warning during server startup
                
                
                
                
             
         
        
        
        
            
            
            
                
                Refactor NetRead/NetWrite to use BufferStream underneath to properly support buffer resizing
                
                
                
                
             
         
        
            
            
            
                
                Allow server to specify a default loadout with `defaultServerLoadout`
Allow server to overwrite start HP with `spawn_hp_override`
                
                
                
                
             
         
        
            
            
            
                
                improved collider of pooltable
added dartboard
                
                
                
                
             
         
        
        
            
            
            
                
                Handcuffs can also block interaction/use
                
                
                
                
             
         
        
            
            
            
                
                More wip handcuff functionality
                
                
                
                
             
         
        
            
            
            
                
                Added tree and ore gathering tests
                
                
                
                
             
         
        
        
            
            
            
                
                workers_house building - final models, colliders, prefabs
                
                
                
                
             
         
        
            
            
            
                
                Fixed a few flow issues when running multiple test fixtures one after the other