141,902 Commits over 4,383 Days - 1.35cph!
Merge shaderlib fix from x86-64
* We will need this change here eventually anyway
Block setinfo concommand
Try to prevent infinite loops in model animation code
Apply "boing" jigglebone fix from TF2 SDK PRs
* Fixes some models becoming invisible due to jigglebones
* ValveSoftware/source-sdk-2013/pull/1721
Fix crash with dropship at entity limit w/ strider container
Apartment complex b LODs/baked LOds/prefab setup and colliders
Fixed players being able to access TC through the vending machine
merge from main -> fix_dynamic_occlusion_pausing
merge from fix_hover_loot_attachments -> main
merge from fix_privaddfriend_vis
add usedistance range check
Fix hover looting multiple attachments inside a gun only moving the first one because it was toggling all item info panels which cancelled the other pending loot actions
merge from workshop_emission_intensity
Add ColourEx method for getting HDR intensity of a colour.
Fix Workshop resetting HDR intensity, add back HDR after colour picker(s)
merge from fix_cui_drabble_nre -> main
Merge PR #83 to fix draggable UI causing NRE on panels that can be disabled
updated mortar animation idle pose
merge from fix_forceaddtoteam -> main
Fix forceaddtoteam not working if you weren't already in a team and not working if the target was already in a team
WIP on supporting emission intensity in workshop, fix emission toggle in workshop with intensity not 0
merge from fix_itemcontainer_take_leak -> main
Industrial Large Furnace - updated model, textures
Updated manifest and localization
Add crossfade to mortar pose, fix animation handles not being released, fix animation handles not applying autoplay properly.
Industrial Autoturret - Updated textures, reran skin lists, renamed textures to new convention
Fix smoke grenade manager returns driving me crazy
transformchanged_cleanup -> main
Support food on corpses again
Save a few pennies in SmokeGrenadeManager::Move
main -> vendingmachine_ui_refresh
transformchanged_cleanup -> main
- Only check if food in transform changed override for dropped entity
- Only check if smoke in transform changed override for smoke grenades
Lower mortar deploy angle check to only allow placement on flat ground
Salvaged Icepick inventory sounds and weapon audio polish
Add mortar deployment guide prefab
merge from mortar_prototype
Fix mortar deployment NRE, fix socket mods using the wrong layers
Cleanup transform changed:
- Only do checks on positional network update
- Only do smoke grenade checks for smoke grenades
edited player animator controller so the3p jog backwards anim works correctly and set the walk animations speeds to 1 from 1.5 after exporting edited 3p walking animations to play at that speed correctly
- Deselect support
- Format changes
- Lil pop anim when the search opens up
- Dont create a tooltip if text field is empty
- Add icon and placeholder text colouring support to input fields
added a little low wall to the penthouse greybox separating kitchen/living
removed collision from broken glass decal as it causes issues walking over
moved some mesh decals up in radtown, radtown S2P
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Merge from workbench_upgrades
industrial electric furnace
- reduced AO to 512
io workbench visual point setup
industrial electric furnace
- game model
- updated prefabs
- Added stand in textures
- Setup IO on off states in prefab
- Added off and glass material