240,150 Commits over 3,837 Days - 2.61cph!
We don't need to route EngineLoop.Exiting via native
Fix engine convars not saving
Citizen/animgraph: added Swim_S, updated Swim_N, new Swim_Idle
Warnings as errors in PRs to match main CI
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merge from texture-memory-review2
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Load/reload prefabs with SmallNetworkFiles. Read compiled json with c# fs instead of using native
Remove PartyLobby (it's all broken, lets remove it and re-implement when we implement it)
Fix "Painting UI is not open" spam when typing something that starts with P in the F1 console
Don't even create the ConsoleWindow or ConsoleInput instances if -noconsole is specified, add null checks
Fixes NRE when making sure the console handling is turned off
Simplify ActionPlug<T>
Split up ActionNode.cs
Actually push the water collider 🤦♂️
Reset launch args when joining a server
Join active session by default, on map list
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added wind to rope bridges
Make steam's richPresence kind of work
Condensed check down to just checking if there are any markers - not bothering about active state
Move GameNetworkSystem.QueryLobbies to Networking.*
Don't initialize Id and Ip sockets yet, it's gonna cause confusion
Set the lobby map name better
Map instance loads particles
compound level flow update (rooftop rope bridges)
netting_b texture set
rope bridges set WIP models
decal layer 1 for graveyard fence
tweaked rope ladder wind adherence (lower)
Item drop player remains placeholder models
Prevented shelter markers persisting between servers
Try to give a starting weapon to test
Test weapon / better camera
Optimized another 90 textures
ActionGraph: Undo / redo
ActionGraph: Undo / redo property changes
Add GameObject.Network.OwnerConnection
Don't try to respawn other players on map load
Add text chat
Walk key works
Player tag
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Chanfed backpack icons to HQ compression
Extract VoiceManager from VoiceComponent
Add Application.IsMicrophoneListening, IsMicrophoneRecording
Mic overlay
Add IsValidType and use that for now instead of IsValueType on the property. Support using `string` for Sync
Twitch Drop Render scene updated with test scene
Delete rendering world session, not used anymore
Don't support FIELD_VARIANT (not used) to get entity2 usage out of tier2
Don't include entitykeyvalues where it's not needed
CharacterController Sync vars don't have to be query now we have codegen
NetworkHelper respawn will auto use SpawnPoint components if available
Replace entitykeyvalues with keyvalues3 for map game data node
Trim down entitykeyvalues some more