242,410 Commits over 3,867 Days - 2.61cph!
Add static methods to RpcTarget to help with code clarity
Setup for all weapon rack types
Add new `RpcTarget` struct and overloads to hopefully replace all overloads
More informative vulkan init failed message
Pressing the play button when viewing a prefab works
This assumes the best non-prefab scene for you in this order:
1. Current viewed scene
2. Last viewed scene
3. Closest scene to the left of the prefab
4. Closest scene to the right of the prefab
Resolves sbox-issues/issues/4692
Regex every single ClientRPC & ServerRPC
Change from BasePlayer & string (which have null passed as default value) to structs RpcId & RpcPlayer (which can't be null)
Instead delete hostConnection from BaseArcadeMachine that does nothing
Add manual prediction back to BaseArcadeMachine.GetSnapshotFromServer()
Regex every single RPC method to remove `null` from it
Backport branch specific compile error fix
Allow constraint.Keepupright to be called on more entities
Still disallow players and the world
Fixed util.IsBinaryModuleInstalled giving false positives (Community PR)
Remove `Connection sourceConnection` method from all RPC overloads
Fix hotload error involving duplicate properties
WIP full type library search #1466
https://files.facepunch.com/ziks/2024-02-27/sbox-dev_qIrVpyR3tI.mp4
Fix a couple instances of scene not being marked as unsaved
* Adding a component
* Modifying the transform, name, or enabled state of a GameObject from the inspector
Update Asset to Package
Fix stats sometimes not loading
Better stats query page
Cherrypick SignalBroadcast fix
Cherrypick the clientside RPC sourceConnection removal
Delete old door
Model .metas
Fixed util.IsBinaryModuleInstalled using the wrong FS path (#2057)
Fixed SaveRestore.ClearMapEntities not setting IsDestroyed on entities that haven't spawned, causing issues downstream and bypassing my previous static elevator fix
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Further navmesh performance improvements
Also added VPROF counters to some of the expensive functions
Reset surface.SetMaterial material reference without destroying the texID
Fixed performance degradation with sql library
Fixed Problem count not being visible if problems are fired before the menu is created
Multitude of crash fixes with infinities
Mostly ragdoll stuff, but also the animation system
Minor clean ups
Prevent models going invisible when cycle somehow becomes infinity
Opium asset party uploads: Decals, Plaster hit impact plaster meshes
Further navmesh performance improvements
Also added VPROF counters to some of the expensive functions
Reset surface.SetMaterial material reference without destroying the texID
Fixed performance degradation with sql library
Fixed Problem count not being visible if problems are fired before the menu is created
Multitude of crash fixes with infinities
Mostly ragdoll stuff, but also the animation system
Minor clean ups
Prevent models going invisible when cycle somehow becomes infinity
Redo branch in a less conflicting way
- Allow `sourceConnection` to be passed into RPC but don't send it
Merge from metal_detector
Added "Retro" material art style
player update. longsword held and holster positions edited
Add memory profiler package to the main branch (instead of adding it to local branch every time we want to use it)
News list
Can delete sections
player update. diver pickaxe holding and holster positions set up
Subtitle text override for general items
Node.SetParameters() helper
Support Either<> in HasImplicitConversion extension methods
Custom Icons for general store
A few more ratings
News cleanup
player update. exported/setup boneclub anim set and made holdtype override controller for it
Add a name field to takeovers so they're easier to find in the inspector
Remove unused UIBackgroundBlur
Made Enqueuing of analytics data points threadsafe