240,226 Commits over 3,837 Days - 2.61cph!
Cancel loading button leaves the game (fixes sbox-issues/issues/4523)
Proposed clientside fix to skip being ignored
merge from icon_size_fixes
Add Rigidbody.ApplyTorque (fixes sbox-issues/issues/4544)
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Capped burst module size to match other weapon mods
Tweak flag model offset and move amount.
Merged main - resolved conflicts
Added american truck models progress
Add SpawnPointStripper component for when you want to remove all spawnpoints that come with a map
git-blame-ignore dotnet format commit
LineEdit: Enter key blurs the widget
Bounding box editor tool
Add ITerrainPaintTool for easily extensible terrain painting tools
Assign FlagModel on the dlag.
merge from quarry_updates
merge from prevent_launchsite_targeting_mlrs
merge from eoka_fire_chances
merge from industrial_transfer_abort
Set the light transform on creation
Leaderboard backup, run #9052
Updated particle system IK to respect arc shape settings
Not 1:1 for regular behaviour, but pretty close
Fixed deployed pump jacks not working, re-enabled old oil behaviour
Update unused mining quarry deployable (for modding, not vanilla)
Loading screen now works for clothing (not an entity)
Added constant particle emission to rocketlauncher entity for IK debugging.
Add crouch support but disable for now. Ensure head doesn't clip through stuff when jumping
Merge from backpacks/side_holster
Fixed wobbly text by increase UI plane distance (I think the UI was too small)
Lower sprint speed. Use Killhouse as test map.
Less silly API for one shot particle
Merge large backpack art -> backpacks
Set up initial individual backpack offsets for all weapons
Don't always play hitmarker
Add smoke puffs when firing. IHealthComponent. Implement health / damage for players. Network damage. Blood effect
Merge ParentIfValidFix -> Main
Remove backpack slot field
Use backpack specific offsets on each weapon holster info
Apply specific rotation/offsets for both rocket launchers
Add ClothingContainer.ApplyWithComponent extension.
PlayerDresser uses ApplyWithComponent
Add WeaponComponent.Initialized - set ModelRenderer OnAwake
Add ClothingComponent - update visibility for head clothing depending on if proxy, set to cast shadows only if not
metal detector shovel and site marker models, set up prefabs, icons. Needs some polish
Add Facepunch.Arena.ChangeAttribute
Remove old WasDeployed OnUpdate check - use ChangeCallback