126,853 Commits over 4,171 Days - 1.27cph!
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
made black screenbacks all flat geo
merge from material biome improvements
asset zoo prep for props review
Fix container doors getting deleted when moving onto cargo ship
Adjust docked cargo position for better container access
Big crane refactor
Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic
Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting
Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes
Re-enabled the static crane on harbor_1 and converted it into this new crane type
Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
Use Continuous Speculative
Wheel terrain FX, borrowed from cars for the moment
Bike physics + visual fixes
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace.
Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
merge simple_upload -> full_server_demos
First pass on swing bridge functionality
See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
Force update passthrough UI when switching between an input/output handle
Use async loading to load the menu+game+engine UI in parallel
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
Remove usage of dynamic clientside model indices in Lua API
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Fixed auxiliary outputs messing with how we calculate power drain
Fix container Ids
Manifest
Compile fixes, player animator update
Build vtex.exe
Disable queued loader entirely, it does not work
Sync ClientsideModel & ClientsideRagdoll implementations with main
Change ents.CreateClientProp to work like ClientsideModel
Merge from main (stomped animator changes, will need to be regenerated)
talk_06 anim settings fix
Change blocksize convar from bytes -> MB
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Bike roll stabilisation work
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Fixed "flush" concommand crashing on windows srcds
video library restores fps_max if it sets it
Move "make to video" temp file to videos/
Holly library makes them and doesn't delete them...
Fix "make to video" not rendering while main menu is open
CPropDoorRotatingBreakable does not try to precache NULL mdl breakables
Fixed quitting while demo is being recorded writing invalid tick count
Minor improvements to demo to video thing
Fixes for broken demos, don't display info during loading screen
some missing files from an earlier commit today (after a rename)
KARGO decals files
added decals to test
set metalness value on spraypaintcan.mat to 1 (it was set to 0)
Fixed memory cell power passthrough being showed on both outputs
tweaks to screw placement on texture group 03
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
extra material screen and uploaded crate models
lots of tool size and position tweaks, new crates, removed wood supports, rebaked maps
Fix wrong conditional compilation symbol in EnsureHarmonyLoaded()
vm sks attachment and ironsights