202,622 Commits over 4,171 Days - 2.02cph!

remove redudant isclient
Today
Preserve scale from blackjack screen prefabs so they don't spawn in huge
label_fix_2 -> main
Ensure labels work for offline members as well (of course they should)
Today
Switch the deep sea island test prefab to only network to deep sea
Today
Keep the `globalBroadcast` bool the same instead of switching to a "SpecialNetworkGroup" bool, instead make the enum "GlobalNetworkBehavior" - switch between 3 network groups (global, main island, deep sea) based on the enum - add the correct network group to subscriptions based on the bounds of the network group you are part of - re-add tooltip to `globalBroadcast` we removed
label_fix_2 -> main
Ensure team member name is valid before trying to load it
Today
Update of DLC items
Today
Add multiple global network groups - entire server - main island only - deep sea only Set global network group ids as constants Create enum to represent different types of global network groups Add enum to BaseEnitty (but keep globalBroadcast bool)
Today
merge from decor_lighting_dlc/storepage
Today
Cherrypick 129636, went to the wrong branch
Today
Minor cleanup 64bit compile fixes Prevent misleading "X used to create wrong class type" warning Happened at edict limit when spawning gibs Give prop_active_gib* descriptions and more sane values * 100 active gibs should be plenty (was 999999) Fixed server crashes when trying to spawn gibs at edict limit Try to prevent HL1 gibs from falling out of the world Try to add a better crash message when getting vertex size 0 Remove temp changes from sv_ents_write
Today
update deep_sea/networking
Medical bay progress Tent tarp fixes Additional 3.5m tall tarp
Enabled GPU instancing on a bunch of materials
Today
merge from decor_lighting_dlc
Today
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Today
better fluorescent light icons
Today
exhibit decor wallpapers setup, icons etc
Today
merge from fix_metalplate_icon --> main
Today
Enable read/write for metal plate torso model
Create system to emulate if a 'MoveAllItems' call will pass or fail - ugly as hell Display a message to the user if the drone marketplace is full before attempting to do the transaction
Today
replaced wallpaper tool icon wot i accidently overwrote whoops
Today
merge from main
Today
merge nvg_fix to main
Today
Fix other people's night vision goggles glowing even if they're disabled.
Today
Updated spotlight assets
team_bag_label_fixes -> main
Rewrite team bag labels to just use save/load rather than bothering with RPC Refresh all team bags when someone joins or leaves the team Ensure building priv and hammer are required (this was stomped somewhere)
Today
merge from decor_lighting_dlc
Today
merge from main
Today
Fixed adobe and legacy wall and gate packs appearing twice in the store building skin category
Today
merge from respawn_wet_proposed_fix --> main
Today
merge from decor_lighting_dlc/storepage
Today
Hexagon tiles - Updated textures
Today
merge glass_fix_resourcerefs to main
Today
Addded mannequin to the store decor category
Today
Beanbag seat - Icon update again, and fuzz shader setup update again
Today
set up wallpapers for exhibit decor dlc - still need to do icons
Today
Beanbag seat - Updated icons with new textures
Yesterday
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Yesterday
m249 - updated weapon audio timings
Yesterday
Update related monument prefabs
Yesterday
Fix overlapping metal/glass colliders in shop fronts and security doors.
Yesterday
spas12 - updated 3p anims to have -50 rot y on top spine control - set correct custom spine offset rot y on entity
Yesterday
hierarchy generation actually applies the transforms it gathers (still adds all colliders to the root)