250,921 Commits over 3,959 Days - 2.64cph!
Render folder paths and filenames now use the format "ItemName/SkinName/ItemName - SkinName_xxx"
Catch possible NRE in CookieContainer
Fix wolf not taking damage
Flush for source here too
Call flush here
Don't set to connected until Activate
Subtracting
101333 (introduced server issues)
Added PrepareScene_PreRecord for init between takes.
Zero out Rotation parent for each take.
Remove unecessary includes
large rock formation a test case
jutting cliff test case
Simplify hfsm by implementing it with a stack instead of recursion
Add my own test duplicate of twitch render scene before I destroy it
Oops, delta needs to be transformed by the rotation not the transform
Retakes: plant without a player
Fixes #180
More batch rendering progress.
Fix CastShapeAgainstShape for AABB
moved ragdoll convar to server
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initial setup of serverside ragdolling with moderate bike collision damage
Fix component header not swallowing context menu events, fixes Facepunch/sbox-issues#5876
scaled up the icon a wee bit
Update: Updating ProtoBuf Codegen to use new Pool API
* Includes new debug CodeGenerator binaries(built from FreeList-Depr branch, commit 1874d134). RustProtoBuf will be merged to main once I get closer to completion of teh refactor.
* Generated new Rust.Data/generated/*.generated.cs files with no FreeList calls
Tests: build tests for all targets
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling
Update the wire positions when playing the wobble animation
Tweaked main collider
Update: Deprecation of Pool.FreeList API
We now generate either Free call for classes (as they are IPooled) or FreeUnmanaged
Fix physics builder stomping physics tags with material tags, they should just append
Wobble animation when triggered
Triggered when damaged
Removed "invis" tag, it's useless
Set up collision rule for grenades not colliding with player_clip
Apple Silicon / ARM64 native libraries (allows everyone to use the Apple Silicon Unity editor)
reduced texture size on tin_can_wire to 256 x 64
Not deployable inside trees
Always look up and don't use the target normal
Added SSE2 back to x64 target
Leaderboard backup, run #
12631
Hook up win and lose animations
Merge from community_improvedcountdowns
More changes, thanks Plastic
Merge TrainBreakBarricades -> main