140,006 Commits over 4,505 Days - 1.29cph!
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean
Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level
This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
Don't rotate with stretch.
Fixed NVG scientist heads not appearing on trophies
Better fix, use a TerrainPlacementBlocked component
Subtract
160438, would have had unintended side effects
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there
VBSP: Fixed WVT patched materials not being added to patch list
* Fixes detail props not appearing on WorldVertexTransition materials when they are applied to brushes and not displacements
Fixed Hammer crash when rendering certain materials
* Such as models/wireframe for detail prop material
Fixed some Hammer toolbar buttos not having descriptions
Fixed Detail Objects not rendering on brushes in Hammer
Fixed more potential crashes
Updated to use the correct arms only viewmodel
Stats boilerplate, save load
Sleeping behaviour
Remove unnecessarily setting the recycler type syncvar when loading from a save, syncvar is already set to autosave
Fixed up all the splines for new stations and work cart spawn placement
Restore BlocksWaterFor (removed in
112791 ) which fixes the missing submarine oxygen status
Fix consuming something not automatically updating metabolism
Fix load screen hiding for passengers a bit too long before the driver loads in
Block ticks, RPCs, and interactions from players while they are still transfer protected
Use powergrid.powerlineBasePowerOutput when 1 fuse is inserted, interpolate towards powerlineMaxPowerOutput with each additional fuse
Probably fix passenger desync when flying a scrap heli to another server
Update CraggyIsland_Nexus scene
Fix nexus.redirect not working properly after switching menu scene to load async
Fix disconnect callback not running when being redirected to another server during nexus auth
found out why the LOD transition was very sharp and sudden despite previous attempts at a fix for the garrys mod toolgun.
it is now fixed.
Fix options panel not applying saved properties properly if they didn't have a track.
Fix dolly keyframes not working with undo.
in dolly view, only apply shakes when we're actually moving the dolly camera.
Fix camera smoothing, apply it in freecam too.
Cherrypick from
160409 (heavy fuse swapping)
Merge from PlayerMaintainedMonuments/powergrid
Merge from powergrid/fuse_swap_fix
Allow swapping out heavy fuses in the power plant fusebox if the replacement fuse is of higher condition
Update toast phrases, toast when removing says fuses can only be removed via swaps and another toast if you attempt an invalid swap
Remove zap for attempting swaps but keep zaps if attempting removal
fix dof state not getting applied
Remove temporary monument info script from SatelliteControlComputer.
block inputs while typing in demoui2 text fields
Fix the 3p animation of the master key being slightly out of sync with the 1p animation when looking at your shadow
Nudge "place camera toast" above the playback ui
fix double clicking keyframes interfering with goto keyframe
Add ctrl + shift + z to redo.
merge from masterkey -> main
Change back to needing to look at the lock with the center of your screen instead of the key model itself as it's too confusing
Fix pool balls sometimes glitching out of the table
merge from pool_leak_experiments
Fix regression with usemutexpool 1 leaking memory
Twitch rivals wallpaper tagged as drops
Changed the deferred lights to use per draw light cookies to fix the flickering lights issue
Kick hazmat drop tagged as drop