224,245 Commits over 3,684 Days - 2.54cph!

Yesterday
Fix aggregate packets per second not being counted correctly
Yesterday
Fix outbound packets not counted correctly
Yesterday
Fix network stats not being reset at end of frame
Leaderboard backup, run #11365
Yesterday
VR: Fix angular velocity & velocity coordinate conversion
Yesterday
Add inbound & outbound bytes to network profiling Include aggregates of "packets per frame" on the server
Yesterday
Add EntityProfiler to track total entities spawned per frame, as well as toggle for count per prefab per frame
Yesterday
Slide mechanic takes into account ground normal, can't slide up slopes
Yesterday
Don't play footsteps if we're sliding Disable player body on death, enable it on respawn
Yesterday
Fall back to no hold type if we don't have a weapon out Add footstep component
Yesterday
New MP5 sounds
Yesterday
Add developer menu (https://files.facepunch.com/tony/1b2711b1/sbox-dev_RNMgcIDcBP.mp4)
Yesterday
meta files
Yesterday
cherrypicking 96391 physical_keys
Yesterday
Yesterday
Fixed vanishing industrial pipes due to 96124
Yesterday
merge from helk_qol_01 (moving no longer applies aimcone penalty to the first shot but rather the movement penalty is now blended in over several shots (full auto while moving))
Yesterday
merge from incendiary-rocket-explosion-fix
Yesterday
merge from milflame_improvements
Yesterday
merge from cargoshipsoundupdate
Yesterday
merge from launch_site_puzzle_loot_fix
Yesterday
Add camera bob
Yesterday
Expose aim offset per aim function
Yesterday
All launch site main building loot now uses puzzle reset mechanism, independent of the rest of the monument loot spawns. When the puzzle resets there is now guaranteed loot throughout the the main building, 50%~ more loot. Puzzle only resets when no players are nearby. S2P
Yesterday
Work on life states, depossess player on death, add pawn possession test https://files.facepunch.com/tony/1b2711b1/sbox-dev_9RDuMDYpfP.mp4
Yesterday
Added callback for external asset changes
Yesterday
Now saves the database somewhere where it won't be wiped on shutdown
Yesterday
Tidy up
Yesterday
Early out / cut nesting
Yesterday
Restore the old filter here even if e.Resume() throws
Yesterday
Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere.
Yesterday
FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time
2 Days Ago
merge from main
2 Days Ago
Fix EventSystem null exception LibrarySystem read/save version property, support switching versions
Leaderboard backup, run #11346
2 Days Ago
Merge bulk_uploader -> analytics_server_profiling
2 Days Ago
Add overload to allow EventRecord to be serialized as a completely flat object (without the Data field) Bug fixes Cancellation token on setting up blob
2 Days Ago
SKS sounds
2 Days Ago
Removed soft blend from mlrs_lightmask to fix the badass looking mlrs blinkers not rendering.
2 Days Ago
Flamethrower 3rd person center point fix. Improved flamethrower pilot light look and performance, now lights up a very tiny area around the barrel.
2 Days Ago
Add bulk uploading class to route high frequency data points through Blob storage rather than event hubs - normal gameplay events still go through the web api & event hub Switch frame profiling data to dedicated "profiling" table to avoid cluttering the "gameplay" tables Add `analytics_bulk_upload_url` convar to designate the upload container
2 Days Ago
Scene + asset backups
2 Days Ago
Fixed monuments static IO lines spawned at world origin
2 Days Ago
Fixed NRE when updating wires attached to null entities
2 Days Ago
Added door controller sockets to ladder hatch, triangle ladder hatch, shop front and wood shutters
2 Days Ago
Meta files and other things that Unity wants to update with the 2022 upgrade
2 Days Ago
Manifest
2 Days Ago
Code gen + protobuf
2 Days Ago
Fix NREs
2 Days Ago
merge from main