202,197 Commits over 4,171 Days - 2.02cph!
Make `tools/toolsinvisibleladder` not affect visleaves
Fixed CLC_Move::ToString numbers being flipped
merge static field reset code gen improvements back to main.
adjust xl picture frame placement bounds (can now place in triangle wall corner)
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
Remove extra newlines from "##### CTexture couldn't find" warning
* The warning is Linux only
Added 2 new optional args to mesh.TexCoord
* mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional.
Fixed edict exhaustion prevention affecting nextbot players
Fixed some usages of HL2_DLL clientside
* TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server
Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error)
* mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before.
* Prevents game hang, hopefully without side effects
Fixed a crash with clientside ropes on props
Basic implementation of clientside ragdoll gibs
Prevent crash to do with CSpatialPartition invalid handles
Prevent "bone write access" warnings with ClientsideRagdoll()
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
Remove testing model for collider placement from mannequin
Progress & terrain files.
merge from vclouds_default_enable
Change portal GUID since it somehow conflicts with the island prefab GUID
gunshot_network_range_improvements -> main
Bolty and l96 can be heard from up to 700~ meters away
Max before was around 350
Fixed breakdown button loc
Fixed boots being in the wrong order in the skin viewer
merge from skinviewer_boots_fix
decor_lighting_dlc -> main
syncvar_load_fix -> decor_lighting_dlc
Fix some syncvars not loading in properly
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merge from decor_lighting_dlc
Fixed bulb string lights and fairy lights not working in builds
Allow placement of ceilling lights on rocks
Add parrelsync so i dont need to redownload the rust project to have two editors
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Set chandelier last length default value to -1
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fix mannequin LODs, remove ability to lock mannequin
Set correct mip map bias when using indirect instancing
merge from decor_lighting_dlc
Added a toast when the chandelier reached its max length
Increased the max length a tiny bit
enabled read/write on spotlight gibs
Tighter wall cabinet placement angles
Tweaked chandelier deploy volume and collider
added collision mesh for beanbag chairs
Make sure indirect instancing ConVars are disabled by default and saved
Make sure indirect instancing ConVars are disabled by default and saved
Restored LoadSave on playground scene
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Prevent zoomitem NRE - check if the sky is null first
main -> gunshot_network_range_improvements
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Merge from workshop_metallic_2