240,804 Commits over 3,867 Days - 2.59cph!
Refactored my new FindItemByItemName method in PlayerInventory to work more like the others, and also search containerWear
Fix clan table map shader showing the framebuffer sometimes
Added 6th optional argument to util.ScreenShake - AirShake
defaults to false
Fix HAB armor icon and text
merge from global_networked_bases
Move back to manually requesting mipmap of textures from materials (ShaderUtil is editor only)
Add detail layer textures
#CLIENT out material changes
Update global_networked_bases/2021
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merge from global_networked_bases
SourceTV crash fixes
I cannot promise it will function, but it at least doesn't crash
Added 2 optional arguments to util.JSONToTable
first - true to ignore the depth and breadth limits
second - true to ignore string to number conversions
Change stone wall frame shadow material to shadow material
Add tool to list all prefabs with incorrect shadow material
Pooling fix for weapon rack lights
Move MaterialCache to a separate .cs file
Request the highest mipmap every single texture attached to a material (to handle both standard and blend shaders)
Secondary spritesheet files
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added materials
Added concrete_damaged + concrete_cast_hs_02 + concrete_wall_bare_02 materials
Added rebar material
https://files.facepunch.com/jason/1b0511b1/opera_xJNKVvsSjy.png
Rename test class to CalcTests, clean up
Check if length unit is expression & evaluate on demand
Tests & support for invalid syntax, constants (e, pi, nan), scaling percentages
Remove token count check, will need to re-think this validation later
Fixed detail tint randomization when mesh batching is enabled
Update obsolete event attributes
Update obsolete event attributes
Update all obsoletes and run a trace to ensure dropped flag doesn't clip through anything
Make the award UI far less obnoxious and fit a little better with the general UI
Fix vertical position of Station List
Fix alignment of Station Hud markers
Smaller flag indicator
When flag is carried by a player, put it higher up so it doesn't obscure them as much. Make flag hit playerclip, solid, world when falling
Reset death count on match end, fixes #62
Half the damage of the Longshot, headshot will do 700, anywhere else 350
Added a system where loadouts can determine availability in % based on players on the server. Players can't select a loadout if there's too many people with it. Fixes #63
Added proper binds for Melee, Spot, Drop, and Ability
Add a prhase to fix load ammo text display
Linux server build steam_appid.txt part 2
First batch of fixes to texel density view
Linux server build steam_appid.txt
Remove unused CreateWorld arguments
Update global_networked_bases/2021
Set multidraw convar enabled by default (regardless of unity version to fix default value)
Add bool `IsMultidrawEnabled` and return false in 2019
Remove reflection probe from triangle container floor (making it look like stone)
Simplify MapLoader, reduce mentions of Entities
Updated textures of the microwave model
merge from homing missile launcher
Updated homing missile reloadTime
Create a new camera on reset gamemenu env
Fixed calculation of virtual cursor position
merge from global_networked_bases
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Un-obsolete Rotation.Random, fix Angles.Random
Get rid of "Unit" in random extensions, replace "From" with "Inside"
Random.Rotation() / Random.Angles() documentation fix
InsideSphere -> VectorInSphere etc
Add `extents` parameter to VectorInCube / VectorInSquare
Vector2/3.Random is now inside a unit circle / sphere
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Un-obsolete Rotation.Random, fix Angles.Random
Get rid of "Unit" in random extensions, replace "From" with "Inside"
Random.Rotation() / Random.Angles() documentation fix
InsideSphere -> VectorInSphere etc
Add `extents` parameter to VectorInCube / VectorInSquare
Vector2/3.Random is now inside a unit circle / sphere