240,125 Commits over 3,837 Days - 2.61cph!
Cleaned up ASE templates and added working Rust/Standard template w/ custom inspector
Deleted unused shader (UI.Additive-SoftMaskable)
Conditional mirror code path (static; off for now)
Force the player out of god mode if the tutorial needs to kill them
Merge from tutorial_island
Fixed help prompt videos not updating
Support Scene.trace.Body (todo: multi, sweep) https://files.facepunch.com/layla/1b1211b1/sbox-dev_G86CwDirl8.mp4
Merge from /main/hackweek_visualshader
Fixed tree billboards being aggressively culled after
92683
Add FlexScipedUpdate so it's easy to do batched updates which run layout immediately after instead of deferring until LateUpdate
Fied not showing the decrease grid size button (oops)
Scaling fix.
Sandbag hit update.
Split up harbor crane mesh for gameplay setup
Replace prediction inside ceiling light
Two columns for input bind list
Fix RPC that were passing null in the function name
Setting SceneModel.AnimationGraph to null resets to model animgraph instead of crashing
Added Game Binds modal (accessible via Game.Overlay.ShowBinds())
Fix ColorControlWidget popup not constraining to screen
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Move the prediction check from all RPCs into `SignalBroadcast`
Don't pass input to SceneView when clicking its toolbar
Regex + manual tweaks to remove sourceConnection from all RPC methods as it's only used in a single RPC but takes 8 bytes each packet
Creating an invalid hull or mesh physics shape will always return a valid shape (tiny sphere) so warn when this happens
Constrain to screen input action delete & edit popups
Enqueue packets for demo from network threads instead of main thread
Clear the blocked topologies navigation list for tutorial Chickens so that they can move around on tutorial island correctly
Title case and remove whitespace when creating new components
Add Rigidbody.MassOverride
Player movespeed based on disease. Initial bomb vars
Keep list of players by slot to avoid using Scene.GetAllComponents all the time. Fully update PlayerCard
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Initial health system, respawn logic
Delete models/Horizontal Crusher directory
Delete models/Horizontal Crusher directory
Update active state on OnAwake instead so can set initial vars immediately
Fixed disableWearable check in client
Cleaned and rebuild codegen
Create Horizontal Crusher
Fix timeleft
Set initial lobby time to 30s
Hide pickups if player is isvalid
Add better state system
merge from server_noconsole
merge from save246 - excavator yaw prefab, disabled renderer batching on props onboard