199,434 Commits over 4,140 Days - 2.01cph!
Merge Decals & Metrocop texture changes/fixes
TrueShadow optimisations: removed per instance LateUpdate calls, added manager with group based updates
Assigned all shadows to mainmenu group, skipped when menu is closed
Shadows aren't updated when invisible too
Implemented support for instances in motion and other fixes
Fixed a regressive Lua error with Player:AddCount (Community Contrib)
Undo changes to Func_MoveLinear.SetSpeed again
Mount CSS/Episodic VPKs in tools
Make Linux happy
Merge the compile error fix from x86-64
Remove code to pack monument scenes bundle (unused)
Fix branch specific compile error on Linux/MacOS (Hopefully)
Enable Jalopy idle_running animation without hl2_episodic convar
This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED
Fixed a regressive Lua error with Player:AddCount (Community Contrib)
Minor cleanup
Prevent certain code making shotguns emit a damage event for each pellet
The "TraceAttackToTriggers" system for bullets would cause the shot entity to have a separate damage event for each pellet for a shutgun shot.
Update FGD - light properties descriptions
Prevent silly values in fog_controller
Undo changes to Func_MoveLinear.SetSpeed again
Mount CSS/Episodic VPKs in tools
Make Linux happy
Fixed weird white spots on Metrocop playermodel gloves
Updated/Fixed decal textures & materials from main
Merge from trimmed_asset_warmup/scene_warmup
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compass viewmodel - removed ironsights script and elements from prefab
Handle hardcoded, wildcard-like asset references if they're using string interpolation (lootpanels, etc)
Remove explicit inclusion of Assets/bundled/Prefabs/ui
Apply some filtering to decide what hardcoded references go into the bootstrap asset scene vs. others (cargoship etc don't need to be loaded for the menu)
compass viewmodel - reduced lowered position when running, also reduced bob/offset for added visibility
Swap ClothingMovementProperties for heavy chest and legs (misassigned refs)
added textures and updated material for pilot hazmat backpack
Prevent silly values in fog_controller
Undo changes to Func_MoveLinear.SetSpeed again
Fixed weird white spots on Metrocop playermodel gloves
Mount CSS/Episodic VPKs in tools
add per-biome, per-weather fog start distance ramps
Refactor VehiclePrivilege IsDriver checks to CanModifyAuth
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Merge from medical bay props
UI Layout changes. Viewmodel scroll now has a filter text box. Removed old viewmodel UI
Improvised walkway progress
More set dressing (WIP) of food market. Reduced AO intensity on banana bunches.
Fix conversation order being sometimes inverted (scientist switching lines, not making sense)
Set up python anims, entity and override controller
Handle static array constructors, skip convars when resetting static fields.
Add playerboat_privilege entity.
Setup entity for player boat.
Manifest.
- Add death bark (disabled for now)
- Add fallback for index out of range issue when path succeeds but there is only one point
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PlayerBoat prefab cleanup
- Make scientists have conversations instead of speaking to themselves
- Fix scientists orchestrating a push even though their grenade throw failed (then saying too much "come with me")
Moved all overlay modals in the canvas overlay parent
Hazing iteration for distance.
cannon materials, textures and gibs
All popups background scale to fit 21:9+ ratios
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Shockbyte localization fixes
turn off toggles for flashlight, fog, and rain before screenshots