239,713 Commits over 3,837 Days - 2.60cph!
Fix Portal Rocket Turret not respecting ai_disabled
Fixed a crash with prop_vehicle_crane and map cleanups
Disable hidden convar setting by the Options menu
con_enable, hud_quickswitch, hud_fastswitch
Added text entry for FPS Limiter in Options
Also nuke some hidden/unused panel code from multiplayer tab, regarding crosshairs and old player model selector
Fixed Nextbot Paths failing to generate
Also added console warnings when this happens, for debugging purposes.
Fixed RPG behavior in 3rd person in multiplayer
This involves a nasty hack setting the weapon's model for a split second in SetIdealActivity, which was already being done in SetActivity
Remove redundant cast from weapon RPG primary attack code
Fixed TOOL:Reload inconsistent trace code with left/right clicks
Was accidentally rolled back to use TraceLine
Fixed Lua Effects changing their entity table if accessed too early
Weapons and SENTS already had this fixed ages ago
Make toolgun reload use util.TraceHull for consistency (#2067)
Aligned close button to the list
Ensured display of BP items is consitent with other BP displays in game
Set rangefinders to dashes when cast fails
Clamped max distance to 999m
Ensured selector gets drawn above vending machine icons in marketplace
Fix both friends & non friends having blue names
Fix blue name being darker than expected
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Server side optimizations: cap initial egg spawn amount, spread egg spawning over multiple frames to avoid server stalling and cache prefab resource paths
spaghelli M4 shotgun worldmodel lods update
weapon attachments world model and lods update
Add `max_upload_concurrency` convar to manually control upload rate
Fix demo disconnects not being saved (due to not having target connections)
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When joing via new instance, Project.Current is null - this can break <style> because it can't get relative path of current file. Fix that by just using absolute path in that case.
Remove unnecessary assert
Possible fix for fade out NRE
Brutalist church progress
Fixed MP5 view model arms, and VMs now all good
Eggs client side optimizations: enabled GPU instancing and culling for meshes particles and animations
Hide Poncho - Update for Prefab, Material and Textures
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merge from stone_spear_repair
merge from ui_vendor_fixes_3
merge from BlackjackAbandonUIFix
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Leaderboard backup, run #
10060
Return hit if maxlength < 0 (!)
Test reflection per input
Media asset updates for several store pages
Fixed awkward UI behaviour when leaving a Blackjack game as the only player in the game
Fixed code lock and key locks deploy guides not appearing on both sides of a door during placement
Tweaked/simplified some of the wording for help prompts. Fixed a few cases where key stroke IDs were not specified.
Lock tutorial build objective visual now repositions based on what rotation the door is deployed in
Fix editor exceptions in gizmo rendering when selecting the tutorial island
Merge from tutorial_island
Make kayak ignore ocean waves when spawned on the tutorial island
Merge analytics_pooling_refactor -> Main. Fixes list free bug that was affecting some unrelated things (e.g. blackjack machines).
Don't ask the player to start the tutorial if there are no tutorial island slots available
Fixed ambient sfx not using correct admin time value and playing night time sfx during tutorial
Some work on updating Pool for newer networking stuff
These url checks should no longer be needed