250,319 Commits over 3,959 Days - 2.63cph!
Only "hit" valid player targets animation wise when swinging handcuffs.
Check if we have accept the quest and completed when returning to the character
Disable world origin for map instances with old component version - to stop existing games from loading the map at object position
Use PlayerState.Local.PlayerPawn directly
Fix not depossessing current pawn
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Don't use MakeDirty for joint body change, this recreates the joint, we want to use dirty for properties
Fix likely infinite loop in ball joint
Fixed new project not opening startup scene, resolves Facepunch/sbox-issues#5537
turned default gutter material green for now (test)
Can turn off granting in admin settings
Benchmark input
Add setters for physics joint local frames through Point1 and Point2
re-saved fridge textures to 2k
Remove invite system
Users without the game can just press a button to get the game
Merge from fix_batching_rainbow_logs -> main
Merge from dismount_parachute_fix
Missed removing the old early exit
Fix logs inheriting the color of shipping container after recent fix for white barrels
Scene to prefab everything
Force the player to play the full skydiving animation even if the animator controller is currently in a non-accessible state (eg. just dismounted a vehicle that's in the air)
Try switching bikes to Continuous Speculative, let's see how it goes
Add a list of PVS copies so we can have more than one world with a valid PVS
Cherrypick all the code from the /prefabs subbranch
merge from biome_visuals_2/prefabs -> aux1
#if CLIENT for compile errors
Attempt #2 at converting prefabs
Update world scene object transforms and recalculate bounds groups on world transform change
Update 3d skybox on map transform change
Update map scene objects on map transform change
Update map collision on map transform change
Convert LODComponent disabled and only enable after we copy over the render settings after spawn
Update converter to only convert prefabs that are nested prefabs
Convert moss prefabs into nested prefabs so they work with the conversion
Death screen info for all bikes
jumping spider
camera shake
remove DelayModifier
MoveToPos removeAfterControl defaults to false
remove ShouldHideEventText
bento
investment
ninja
remove card weight
flashlight
Items for all the bikes. Bikes are now repairable (metal frags).
Update biome_visuals_2/prefabs
Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
Undo first prefab conversion
Fixed trike not showing damage
Fixed sidecar material damage settings
Don't show sprint UI in demos