248,584 Commits over 3,928 Days - 2.64cph!
Quick burst cloth setup on flag
Added Lock Button to Inspector, prevents Inspector from changing to newly selected objects when enabled. Resolves Facepunch/sbox-issues#6239
https://files.facepunch.com/CarsonKompon/2024/November/28_08-25-MountainousGull.png
Ssao.scene tests both ao techniques at once
Reduced run speed, increased walk speed
Can modify jump power, gravity scale, smoothed out movement inertia
car radio deployment is no longer blocked if the modular car is on a road
Restored detail layer albedo alpha to 0 on some battering ram mats
Compiled shaders with ao viewporting changes
CommandList.SetData > CommandList.SetConstantBuffer
[Pick] Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up
https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
creation gibs list for floor and wall frames
foundation step doesn't need detail collider as it isn't see-through
roof alignment fixes, eliminating zfight in a few places
Merge from simple_upgrade
Check item blueprint is unlocked.
Remove codegen from AuthorityAttribute
Move navmesh generator pool initialization from static initializer to navmesh.init
Automatically setup temporary approved skins with correct item names.
Bunch of debug log cleanup.
Sculptures respect the Hide/Censor Signs setting
Dispose of navmesh in Scene
Should fix unloaded scenes leaking native navmesh data.
Reveal player location by highlighting them if the round is taking too long
Updated the DLSS dll file to version 3.8.10.0
Add RpcAttribute, RpcMode
added more controls to ugc panel for sculptures
Change navmesh initialization to sync
icon for twitch rivals flag
Feedback when hovering over, and selecting cards
exported updated wolf ledge attack animation
Exaggerate broken shadows
Fade-in end-round UI so it's less abrupt
made flag fabirc twitch purple, added world model, rebuilt male and female prefabs to use correct name
Different logic to dictate which cards we played in the current arena
Refactor card ownership so it doesn't get dropped over scene changes (because the owner would've disconnected)
Go back to prep phase for each half, so we play another card per arena round
Disallow spamming cards in prep phase
Fixed showing every card when playing a card
Drop card inventory on scene changes, it's not needed
Disable some calls to narrow down where test is failing on CI
removed one side of the fabric so it looks more flag like, made backpack dark so it looks unique
Stop PathWidget fighting back in LineEdit mode and selecting the whole text, fixes Facepunch/sbox-issues#6869
Scene view: disable gizmo interactions while doing camera movement
SteamId can be converted to from an int, but will give a warning
Fix code archive not using correct CSharpParseOptions
Don't debug output xml parse errors
Add more package tests
Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation
Fix warning
Add dark_descent and cat_harvest package tests
Merge branch 'master' into navmesh-dynamic-obstacles
Tweaked multicam shadow scene
fixed hammer tool texture after many, many years.
no longer has nasty streak going down the side
added ao texture and fixed specular texture
Fix warning
Add dark_descent and cat_harvest package tests
recompile water_drum assets
Added multicam.brokenshadows.scene
merge from main -> enable_monument_scenes