241,509 Commits over 3,867 Days - 2.60cph!
Don't show autocomplete if block emoji convar is set to true
Fixed blockEmojiAnimations not working after recent refactors
Leaderboard backup, run #3384
Merge from hackweek-chat-emoji
Exposed speedLerpMultiplier on HeldEntity, allows per weapon control over how quickly the speed parameter on the animator moves
Adjusted lr300 to 0.1 to demonstrate (lower = faster)
Fix edge case where an invalid selected skin for a specific building tier would make that whole tier not appear in the hammer radial menu
Make citizen look much less intimidating in inventory menu
Inventory UI rework
https://files.facepunch.com/alexguthrie/1b3111b1/sbox-dev_ySaBroedEg.png
Basic cubic bezier implementation
Improved leniency when pinging dropped weapons
Fixed pings aimed at points of interest (nodes/chests/etc) also spawning a hostile ping
Re-enable showing an occupied symbol on camper respawn options, but don't show it when displaying a respawn option while the player is alive and viewing their map
Updated explosion_underwater_surface for the new water
lowered number of PFX during creation effect
fixed triangle foundations walls not active during creation effect
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Refactoring & auto ingest all building block prefabs into the instanced render system
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merge from respawn_options_connect_fix
Use dominant hand for VROverlay inputs (for now)
Add bindings for action data
Fetch & use trigger handle for button presses - probably not the best way to do this, but it'll do for now
Electric fan / meshes, textures, LODs and prefabs
fixed wall.right LOD3 being off
Fixing offsets/rotations in foundations on some tiers to unify the system to the same pivot location
folder updates, anim exports, animator updates
Send respawn options to player when they first connect to server
Delete materials /and sounds/ temp folders on launch/shutdown
Added engine.AbsoluteFrameTime and made FrameNumber() shared
Bullet/blunt/slash/stab water impacts no longer fill rate performance hogs, and look nicer.
Load game package in menu
TypeLibrary returns the loaded assembly
PackageLoader calls RemoveAssembly on dispose
PackageManager mounts code paths of local packages
Expose more styles to animation
GameMenuInstance loads IGameMenu's from addons
merge from sleeping_bag_delete_tooltip
merge from camper_respawn_option_fix
Fleshed out the rest of Sdf3DMeshWriter
Flipped triangles
Updated blobtool
Water splash material vertex lit instead of emissive, uses a healthier texture atlas.
merge from skinradius_cmd_2 -> main
Added `upgrade_radius` based on the same code as `skin_radius`
TryGetInputDataForControllerRole, don't set nPriority manually (it gets overridden by dashboard anyway)
Fix errors running ferry_terminal scene in editor
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