248,620 Commits over 3,928 Days - 2.64cph!
Add an additional null check when removing instances
Re-implement LinkTriggered event for debugging
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
DeviceInformationService
Move DebugService
Add <DesktopOnly> and <MobileOnly>
Collapse PageLayout the right way on mobile
Add AppBar
Add <NavBar>
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
Fix deserializing primary input / output signals
Updating battering ram rig hierarchy
Added knight armour dlc 4k cinematic textures for media
fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
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merge from qol_report_server_rules
merge from workshop_scene_update
Updated knight armour dlc materials and textures
Leaderboard backup, run #
16037
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Merge from magnetcrane_deathscreen
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check)
Enabled on advanced xmas lights
Updated invisible admin cube + wall so they can be removed using ent kill
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
Added magnet crane avatar icon for death screen. Updated entity with prefab information.
merge from hexagontile_kill_fix
Disabled saving on hexagongrid.entity
Improved projectile hit handling for shields
Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first
Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
merge from socketmod_handles
Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
Fixed melee vm hit block animations not playing
Revert "Fix undo for convert to prefab"
This reverts commit da0efcc866f95b30fb02a988989ca165da263779.
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Fix LINQ Exception when different typed objects are selected for inspection
Fixes sbox-issues/issues/7106
Updated muzzle boost description
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Merge from delete_entity_by_id
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Merge from fishtrap_restart
Merge from clearUGCByPlayer_fix
Merge from version_auto_printout
Humans: added CrouchWalk_E & CrouchWalk_W
Humans: disabled AO proxy nodes now that AO proxy support has been removed
Fix undo for convert to prefab
Fixes sbox-issues/issues/7009
This only converts the prefab back to an independent GO.
It does not undo the creation of the prefab asset and that's good, I don't think we should ever delete files via undo.
Dont query for lobbies if we're in the screen for making a lobby
Run the version command on client startup
Show map title in round UI