248,577 Commits over 3,928 Days - 2.64cph!

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made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
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Facepunch.ActionGraphs 1.9 API changes
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Facepunch.ActionGraphs 1.9 API changes
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Fix possible exception when compiling graphs calling returning methods Compile a throwing graph if exception thrown during compilation
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Implemented new battering ram animations Changed the damage logic
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flash grenade world model USP darken slide
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Don't apply to enums
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Explicitly set fields/props to null when deserializing (#1728)
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Fix deserialize no longer being called
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Bugfix: reset stream position after copying data - Backups was using a stream with a cursor at the end, so it was sending 0-length content Tests: ran in test env, was able to download non-empty files Merge pull request #8 from Facepunch/FixEmptyBackups Bugfix: Send full backup files
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Bugfix: reset stream position after copying data - Backups was using a stream with a cursor at the end, so it was sending 0-length content Tests: ran in test env, was able to download non-empty files
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Merge: from mapuploader_retry_exc Fixes an exception when map uploading fails and it tries to incorrectly retry. Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
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Bugfix: Recache map uploading stream to avoid using a disposed one In the rare event that the first request was sent & failed, it would consume and dispose the stream linked to it, preventing us from using it in the next retry. Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
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Only breakfromprefab during serialization when undoing
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Phrases update
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edited the minicrossbow vm rotation curve for the barrel on viewmodel prefab
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Fix default values for properties
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Setup new scientist animation system
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Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667
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Remove cl_threaded_client_leaf_system It was disabled in 2016. Do not break Lua created hidden/unregistered convars
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Have Sync.Query set the SyncFlags.Query flag
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Remove cl_threaded_client_leaf_system It was disabled in 2016. Do not break Lua created hidden/unregistered convars
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Find returns empty categories too Make categories a toggle, like in game
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Fix coercing null values Explicitly specify types of default values
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Sticky Puddle card
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Cherrypick 99260 (make VectorData & Half3 IEquatable)
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merge from fix_battery_charge_left -> main
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Add `set_battery_charge` admin command to manually modify battery charge
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Update fix titles to be more specific
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SyncFlag -> SyncFlags. Support SyncFlags.Query - replacement for Query = true. Add Code Fixer for Query named argument - auto combine flags in fix if already exists.
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Fix battery showing "5m" of charge left instead of "24hr 5m" when >24hrs charge left
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Expose category tree and package properties to package find results Package category tree WIP filter, allow discovering WIP games
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Cherrypick latest skins
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Add IActionGraphDelegate.DelegateType
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super basic in-editor marching cube setup to make experimenting a bit easier
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Merge from qol_scope_zoom_toast -> main
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IActionGraphDelegates can now be created from Type delegateType
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Global Fog card
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Updated knight armour 4k textures
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exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
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Fix scientist corpse prefab ID not being updated after folder move