248,619 Commits over 3,928 Days - 2.64cph!
Check item blueprint is unlocked.
Remove codegen from AuthorityAttribute
Move navmesh generator pool initialization from static initializer to navmesh.init
Automatically setup temporary approved skins with correct item names.
Bunch of debug log cleanup.
Sculptures respect the Hide/Censor Signs setting
Dispose of navmesh in Scene
Should fix unloaded scenes leaking native navmesh data.
Reveal player location by highlighting them if the round is taking too long
Updated the DLSS dll file to version 3.8.10.0
Add RpcAttribute, RpcMode
added more controls to ugc panel for sculptures
Change navmesh initialization to sync
icon for twitch rivals flag
Feedback when hovering over, and selecting cards
exported updated wolf ledge attack animation
Exaggerate broken shadows
Fade-in end-round UI so it's less abrupt
made flag fabirc twitch purple, added world model, rebuilt male and female prefabs to use correct name
Different logic to dictate which cards we played in the current arena
Refactor card ownership so it doesn't get dropped over scene changes (because the owner would've disconnected)
Go back to prep phase for each half, so we play another card per arena round
Disallow spamming cards in prep phase
Fixed showing every card when playing a card
Drop card inventory on scene changes, it's not needed
Disable some calls to narrow down where test is failing on CI
removed one side of the fabric so it looks more flag like, made backpack dark so it looks unique
Stop PathWidget fighting back in LineEdit mode and selecting the whole text, fixes Facepunch/sbox-issues#6869
Scene view: disable gizmo interactions while doing camera movement
SteamId can be converted to from an int, but will give a warning
Fix code archive not using correct CSharpParseOptions
Don't debug output xml parse errors
Add more package tests
Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation
Fix warning
Add dark_descent and cat_harvest package tests
Merge branch 'master' into navmesh-dynamic-obstacles
Tweaked multicam shadow scene
fixed hammer tool texture after many, many years.
no longer has nasty streak going down the side
added ao texture and fixed specular texture
Fix warning
Add dark_descent and cat_harvest package tests
recompile water_drum assets
Added multicam.brokenshadows.scene
merge from main -> enable_monument_scenes
Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation
fixed missing strap on lod1
SteamId can be converted to from an int, but will give a warning
Fix code archive not using correct CSharpParseOptions
Don't debug output xml parse errors
Add more package tests
fixing some lod distances
Cherry picked blend shader detail layer changes to main
tweaked transmission mask on birthday cake to be less glowy, made jam a bit more vibrant. Also reduced transmission mask texture size
fixing giblets with incorrect vcolor
fixing some zfighting on corner meshes
merge from save262 - Staging wipe
merge from high_external_wall_crafting
Merge from main and restore graphics options UI after conflict
merge from underwater_vis_increment