146,432 Commits over 4,444 Days - 1.37cph!

Today
Shotgun and item updates
Today
Merge from main
Today
Merge from main
Today
updated LOD3 of industrial large furnace, standardisation pass between the two large furnaces
Today
Industrial Storage - updated icon
Today
merge from m16a2
Today
merge from discord_plushie (fixes)
Today
Industrial Storage - adjusted bottom piece on vertical barrel
Today
Merge: from tovector3_parse_format_fix - Bugfix: fixes ToVector3 parsing bugs for various spacing configurations of Vec3, added unit tests to cover it Tests: ran unit tests, checked F3 modes camera offset is correct and spawned entities appear where expecte
Today
Bugfix: StringView.ToVector3 - trim off both whitespaces and , Tests: StringView and Command unit tests pass
Today
Update: add a couple more test cases to ToVector3 unit test Tests: still fails, as expected
Today
New: add Facepunch.UnityEngine.Tests assembly - added StringView.ToVector3 unit test Currently fails, as reported Tests: ran unit test, fails as expected
Today
Support multiple inventories being added to the reclaim contents
Today
Merge: from main
Today
Added support for taking over a shop if you can pay twice the fee
Today
Compile fixes
Today
First pass on rentable shop ownership prompt
Today
Added support for hunting trophies to store the skin of clothing items
Today
Merge from main
Today
Better fix for player restting to standing, always set state to sitting if poseType is set to true
Today
m16 sounds
Today
Improve realtime hole updates in editor Fix issues with commandbuffers not being recreated when toggling enabled
Today
Fixed player sometimes reverting to standing briefly when rapidly cycling through items while mounted to something
Today
Don't apply if we have an active clothing offset
Today
Store terrain hole mesh primitives and materials in terrain config Split terrain hole renderer buffer creation from OnEnable
Today
Applied a very small offset to the holster position (0.03f on y) for guns mounted on the back if the player is female
Today
Fix ballistic and BDU clothing missing from conveyor filters
Updated prop renderer transforms for workshop gloves
Today
deleted blockout mesh in folder
Today
1p and 3p attachment positional updates
Today
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Today
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Turret uses burst fire if attached gun is forced to use burst fire mode
Fixed egg suit's wrong orientation in paint mode
Today
Fix electric furnace reskin not preserving attached storage adaptors Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
Today
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
Today
Converted ceiling light, smart switch, fuse
Today
merge from main
Today
Fixed VBSP not being able to "render" LightmappedGeneric_4WayBlend Hammer tweaks & fixes * Prevent spam about missing $spriteFrame * Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material * Make env_sprite placeholder box different color from env_sprite_clientside * Sprite helpers inherit entity color, so env_sprite's show correct color Fixed Hammer carve wiping all overlay faces, even if they are not carved * Also fixed undo breaking info_decal preview (NOT OVERLAYS!!!)
Today
merge from excavator_light_fix
Today
Fix static SimpleLight broken material on LOD1, further fix plight.backup.off S2P both oil rigs, sewer branch, harbor 1, excavator
Today
Cobalt Statue - Minor texture and material edits (concrete pedestal)
Today
shadow fix's for new anim content
Yesterday
move scoring to in-world screen to prepare for chalkboard, scoreboard working for 1p and 2p games, - refactored to keep track of scores per turn, for better easier handling on scoreboard and coming in/out of network range fixes to 2player games - no longer have to wait for both players to register to the game, only 1 is needed. - 1st player takes their turn, then the next player to mount registers as 2nd player and takes their turn afterwards - fixed nonregistered players being able to play/mount, and added convar for being able to play 2p against yourself (for debugging) - various other fixes
Yesterday
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Yesterday
Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
Yesterday
merge from main
Yesterday
Setup Keyboard Folder Structure Imported Keyboard Viewmodel and Textures Setup Keyboard Materials and Viemodel FBX
Yesterday
merge from pool_analyzer_non_caching_methods
Yesterday
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