241,388 Commits over 3,867 Days - 2.60cph!
Player package stats api cleanup
Catch and print exception in Rust.Demo.Indexer instead of throwing it (to allow playing back certain corrupt demos)
Fix NeedsKeyboard.AnyTextboxFocused not ignoring readOnly input fields
Explosion streak small atlas.
Fixed "Rust/Standard" shader emissive-only offset when using UV1
Register model meta as file dependency
Allow managed to add to modeldoc tools menu
Add viseme editor https://files.facepunch.com/layla/1b2511b1/sbox-dev_QrIn49oBOM.mp4
Compile viseme data into citizen model
Throw an exception when Package.Download gets cancelled, fixes #1184 and sboxgame/issues#3677
Added particle-driven emission scale feature to "Particles/Pixel Lit Advanced" shader
Added "Apply Color to Alpha" toggle to "Particles/Pixel Lit Advanced" shader
Merge from global_networked_bases -> aux2
Re-enable burst on culling jobs
Changed particle accum triplanar sampling from world to local space
This UI shader tweak makes it so that full screen panels don't have a 1 pixel gap around the edges
Editor play controls
Fix stylesheet absolute paths not resolving on listen server
Add Service.Stats.FlushAsync - Send any pending stats to the backend and wait for ingestion
Can edit stylesheets when paused in listen server
Fix FlushAsync
Cherrypick launcher blockout
homing missile blockout
folder setup
Initial commit
Initial commit
stats panel scrolling, etc
more stats and icons
more stats
Tentative fix for rich presence setting steam_player_group to invalid SteamIDs, grouping players incorrectly
Spawn Menu background tweaks
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Leaderboard backup, run #4709
Merge AttackHelicopter -> Aux2
Allow admins to auto-hover as well (Paddy request)
Merge AttackHelicopter -> Aux2
Added heli auto-hover support in builds, developer only. Hold sprint and press Fire1 while mounted in heli (either seat).
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Set up the new attack heli turret model
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Merge from global_networked_bases -> aux2
Fix RendererArray having initial capacity of 32k instead of 512 (typo) causing other arrays not to be resized alongside it
Fix DrawCallArray not resizing immediately after adding draw call
Fix IndirectArgs not scaling to 5x the size of the draw calls (for 5 uint each draw call)
Print info if a RendererLOD has null "States"
v_mp5: initial animation commit
Merge from main/media_improvements
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Merge from global_networked_bases -> aux2