233,526 Commits over 3,775 Days - 2.58cph!

25 Days Ago
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Parent merge
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Travelling vendor is no longer globally networked
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Merge Bikes->main
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Adjusted damage, hurt triggers, forces
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Mrege from main
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Fix NRE in TeleportKeyframeBody
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Remove left over log
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merge from main
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Merge main -> Bikes
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25 Days Ago
Fixed lingering highlight component when hovering multiple bugs quickly Create Coin Prefab and Component Spawn Coins on Bug Death
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Remove some unneeded debug logs Position bugs on their cell properly Bees float on sin wave with offset based on cell position Remove unnecessary collisions from game_environment prefab Model references in BugResource Thumbnail generation Editor Tool for BugList UI PlacingHud now shows bug thumbnails instead of coloured icons Draw thumbnail icons on BugList, drawing correct segment type Display thumbnail icons in inspector panel
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New Menu
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Remove mks, use new format
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Allow drag drop on ResourceControlWidget if the game resources are assignable
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Don't tint the bugs to their colour anymore. Reposition body in prefabs, give each proper colliders Determines head/body/corner/tail pieces and the needed rotational offset
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fix compile error
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Fix game_text crashes
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Fix Component being decorated with IUpdateSubscriber, IFixedUpdateSubscriber (making it useless)
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Fixed fucked ambient lighting
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caterpillar origin
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Added BugListSegment to BugListEntry Hovering a BugListSegment highlights the segment on the board if visible (and shows its inspector) Assign categories to Bug GameResource Rename Bug -> BugResource Rename Weapon -> WeaponResource BugResource now has definitions for different body part prefabs. PlacingInput now determines which prefab to use on each cell when placing. Fixed issues with calculating segment rotation on creation.
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Add start and end loop points to sound meta
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radhouse apartment props
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Don't do MakeNameUnique() if we have > 100 siblings, don't always create a hashset Lets cache TypeLibrary.GetTypes( t ) - and invalidate when things change - this significantly improves TypeLibrary performance
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Add some logging to help investigate #142
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Completely remove the locking from Performance.Scope
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Fix "Value cannot be null." when ControlWidget cannot be created for property
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Benchmark fullscreen is borderless
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Change default of gmod_uncache_test to -2 I need to verify the changelevel crashes are caused by this.
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Fixed nextbot deaths counting twice for npc_maker Restore game_text rendering same text channel multiple time Block "Miscellaneous Symbols and Arrows" unicode block in server browser Free font materials & textures on disconnect
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Melee weapon - M9 Bayonet model only https://sbox.game/facepunch/v_m9bayonet
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Possible fix for crash when removing cameras/devices
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Fix shaky pinch zoom Fix map position changing at the end of a pinch zoom
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frontier hatchet rig tweaks, initial burstcloth setup
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hook up manager prefabs
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Make NodeBinding.FromMethodBase exceptions into binding errors
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Merge Travelling Vendor -> Main
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zombie
25 Days Ago
material stack and watertote update and addition
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Optimize performance scope to not lock, not create Use custom implementation of .HasFlag for mostly unnessecary optimization ( .Contains() ) Micro optimization, use RenderAttributes.SetComboEnum<T> instead of SetCombo (avoid boxing) Avoid creating a Func when getting friend state avoid creating an array when iterating CircularBuffer Fix player count in GameLobbyGroup Fix warnings This stops the creation of boxed steamids, somehow
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Return out of death
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legs
25 Days Ago
Check if we have someone around before dying Swapped to pattern matching