252,158 Commits over 3,959 Days - 2.65cph!
Add some logging to help investigate #142
Completely remove the locking from Performance.Scope
Fix "Value cannot be null." when ControlWidget cannot be created for property
Benchmark fullscreen is borderless
Change default of gmod_uncache_test to -2
I need to verify the changelevel crashes are caused by this.
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
Melee weapon - M9 Bayonet
model only
https://sbox.game/facepunch/v_m9bayonet
Possible fix for crash when removing cameras/devices
Fix shaky pinch zoom
Fix map position changing at the end of a pinch zoom
frontier hatchet rig tweaks, initial burstcloth setup
Make NodeBinding.FromMethodBase exceptions into binding errors
Merge Travelling Vendor -> Main
material stack and watertote update and addition
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
Check if we have someone around before dying
Swapped to pattern matching
Reduced pull over distance again
Get component if null on serverside menu
Target code semi-cleanup
Fix player scores not working #140
merge from demorecorder_ui_improvements
Hide the demo recording UI when the main menu is opened, also make sure it doesn't capture any clicks
Fix being unable to possess non-networked pawns (fixes #141), speculative fix for other exceptions
Pick further away points to align to
Remove smoothing pass for alignment
Allow late joiners in casual defuse
Use Network.Active check to determine if we should network spawn or assign ownership
Ensure we properly network ownership changes during network orphaned actions
lod distances, lod4 stays longer
tweaked emissive indicators so they dont pixelate at range
Enum and List control widgets can't be edited when readonly
refinery updates
t-spawn to B site initial updates
Disabled the environment camera object
Removed Unused FBX mesh.
Updated Vintage Rectangle Table Colliders
set dressing progress backup
Keep project loading stuff together and make sure we load initial collision rules after project settings file system is mounted (Fixes Facepunch/sbox-issues#5739)
PlacingHud orders by segment count
Rock spawning bug fixes
Store relevant references/information of initial bug setup per-player
Basic BugList UI that shows remaining segments for both players.
Fixed order of NRE checks
Added more checks to try and kerb this NRE