241,269 Commits over 3,867 Days - 2.60cph!
Merge cell_pooling -> global_networked_bases
Return List<CellId> to pool when a partition removes the last cell in it's list
Merge cell_pooling -> global_networked_bases
Fix "RemovePackedCell" -> "RemoveCellWithSpace"
Fix protobuf generated code
Remove invalid css property
Remove in-game team selection, create players based on teams from menu
Merge from global_networked_bases -> aux2
Re-convert building block prefabs after merge from main
Fix clothing container causing assert when calling SetBodyGroup on a entity with no model
Don't show sleeping clan members on the map
v_usp: fixed twist constraints missing
FPArms: added new debug animations for twist constraints, moved debug anims into prefab
Added necessary backfaces to sheet metal roofs after the material was set to backface culling on, to prevent peeking
Rubikon: Sphere shape keeps a unscaled copy so rescale can never be incorrect, fixes sphere scale out of sync on client. Sphere and Capsule refresh debug shape on rescale.
Converted deployable lockers from metallic to specular workflow
Tweaked static locker materials
Added warning instead of error when calling BeginWrite twice
Fixed typo and assigning IndirectArgs twice (instead of IndirectExtraArg)
workcart_aboveground.entity collider fix
- added additional colliders that were missing
- updated prefab
Editorconfig, cleanup and format everything
Reduce possible AI turn delay
Fix admin view for a single user listing all friends for all users
Give option to reapply discord role to the saved discord account
Fixed game menu Input not working
Reimplement BeginWrite / EndWrite & 2021 compile errors fixed
Subtract
85263 (merge from global_networked_bases)
Update global_networked_bases/2021
Merge from global_networked_bases -> aux2
Add null checks to tech tree UI for when the item's sprite is null
Steam auth NetworkIdentityFailure no longer reported as nondescript Invalid
Converted all variants of light_fixtures_opacity materials from refraction shader to standard
This was done in an attempt to fix odd emissive behaviour when lights are turned off via switches
Move CellPartition to it's own cs file
Add pooling to cell allocator system
Added ThreadSafe.CurrentThreadId (fixes sboxgame/issues/issues/3679)
udpated laser detector mesh and scripts for proper rotation and guide mesh rotation
updated prefab accordingly.
Re-organise these UI files to be less confusing
Re-organise these UI files to be less confusing
Add Input.Context
Fix gamemenu losing mouse cursor
Merge fix
Launch config, fix assert in OnNewModel when re-loading an animgraph from disk
Moved more core assets to asset party
Merge from main -> global_networked_bases
Delete unused method
Fix and simplify condition that could never be true
fixed gaps in RHIB
removed old LODs and included new LOD mesh (RHIB.fbx) to fix it
haven't touched any other element apart from the main body of the boat
updated prefab
Reverting bundle tests from last week
Update compiled shaders with AO changes
more balance
Merge branch 'main' of sbox-sausagesurvivors2
min bullet damage, etc
balance nerfs
stats panel wip
Attempt to treat mousewheel input more logically
Continue to update mouse position in relative mode even though it makes no sense
Fixed an invisible collider near the smoke stack on small oil rig