243,147 Commits over 3,898 Days - 2.60cph!
Merge main -> NewRagdollImprovements
Added a "Quit Tutorial" button to the main menu
When running in listen server mode, skip client-side corpses in the corpseinfo command
Remove all unused GameObjects from the server side of server-side ragdolls. They only need the bones that actually have colliders on, and can ignore+remove all the other bones.
Changed Metal frag step wording slightly
VR: stop NoOpPostprocess layer trying to clear again in stereo mode
Switched smelt frags step to a HaveItem objective, had to add a Can Reset toggle so it doesn't fail once the frags are used to craft the workbench
Just more materials to commit
Fix reversed conditional!
Merge ImproveButtFloating -> main
Removed old unused help infos
Added a popup prompt reminding player to close the door on the way out of their base
Merge from youtooz_deployables
Fixed GenericSpawnPoint gizmo not appearing in the right place when in hierarchies
Don't sleep ragdolls if they need the buoyancy sim
Fix keybinds being lost if they contain semicolon
Fix keybinds being lost if they contain semicolon
Fix keybinds being lost if they contain semicolon
Merge main -> ImproveButtFloating
Fixed find scrap objective missing ping icon in missions HUD
Removed Think coroutine in MissionsHUD, I don't think it's necessary? (easy to revert if I'm wrong)
Fixes missions hud popping out twice when the player receives a mission
Slight optimisations to MIssionHud hide process that is called constantly during regular gameplay, now has no cost if the missions hud is already disabled
Set startup scene. Fixed NRE in PlayerDisplay. Can use [Authority] for PoolBall.TryMoveTo now
In OnTargetedMessage if the TargetId is Guid.Empty, assume it's for us (this may happen if we're using OwnerId as the Target, but the "owner" is the host)
dentist chair
wheelbarrow
present
Merge branch 'main' of sbox-assets
Send actual connection id instead of checking steam id as fixes local testing
Fix white ball placement, disable cue renderer when appropriate to hide it
Fix toasts not showing up
Make some vars private
Cleanup
Don't render AO proxies if we're not casting shadows
Update player's BallType in INetworkSerializable.Read/Write
Move white ball move logic
Started porting over UI. Start implementing game logic for turns and potting logic. Try to network as much as possible right now - some hacky bits in the mean time.
Fix NRE when calling [Authority] RPC but authority is the host
VR: Clean up stereo rendering logic, fixes aoproxy rendering, reduces memory requirements
VR: TrackedDevice defaults
Fix disabled components not dropping in from treeview
Fixed issue with header icon and text not being placed correctly
Fixed header icon aspect ratio
Adjusted padding throughout
Finalised standard availability ui
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Added placeholder shovel vm & prefab folder structure
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Added in stock to standard vendor layout
Backwards compatibility for old addons abusing bad .gma filters
Layout now supports multiple entries
player update. rocket launcher reload anim
Added avaliable and cost icons, amounts and divider
Remove entity handle usage from base light probe volume