238,093 Commits over 3,837 Days - 2.59cph!
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CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
Updated Small Rubbish Skip Materials and Textures
Use map times in pause menu
Updated tiger assets - lods and materials
ActionGraph: don't qualify type names by assembly name
Fixes Facepunch/sbox-issues#5473
Revert to NativeRenderingEngine hack, still need to deal with edge cases, I'm debugging it better
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Some thread safety in ModifyChunksAsyncImpl (#27)
Merged main into wiretool_fixes2
Can build vphysics now
No 64bit builds though, not shipping actual builds
Added optional argument to NPC:StopMoving - immediate (defaults to true)
Create Build-GameProjectsPhysics.bat
Prevent invalid input to render.DrawWireframeSphere
Fixed a long freeze on disconnect from maps with huge nav meshes
Handle RootNamespace option in SimpleComponentTemplate
Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
Wrapped method resume will get async keyword when wrapped method has it
Fix tests
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
Rigidbody interpolation mode (def: Interpolate)
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setting up blunderbus 3rd person in unity
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ImpureAttribute to compliment PureAttribute
Facepunch/sbox-issues#5499
setting up blunderbus 3rd person in unity
add system info to benchmark results
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
Hack to ensure damage effect comes up
Wrapped method resume will get async keyword when wrapped method has it
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Can now grab count of hackable counts on cargo
Cargo will now stay long enough for the last crate to be looted should it exist
Strip roman candle client gameobjects from server
Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
Merge branch 'master' into networked-model-physics
Merge main - fix conflicts
Merge main - fixed conflicts
Initial experiment with networked Model Physics
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Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
added decal layer ID 1,2,3 to terrain material
merge from terrain-decal-fix
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merge from coffin_storageadaptor_fix
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
merge from waterpurifier_guidemesh_fix
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.