254,393 Commits over 3,990 Days - 2.66cph!
Don't allow harvesting of animals on the tutorial islands with weapons that don't preoduce any resource (eg. hitting a bear corpse with a spear will now do nothing rather than destroying the bear corpse and leaving the player with no resources)
Leaderboard backup, run #
10965
Set home position of scientists
Heavy bradly scientist navigator distances changed to match regular bradley scientist
Remove all atlas downsampling bullshit, not even being used
Was accidentally creating new lightbinner (without light info I needed too) every frame :S CSceneSystem::GetLightBinnerStandard() is "FindOrCreate" while from CSceneView actually gets the actual one
GPU Shadow Culling
POC: Don't render shadows that are not visible by GPU depth bounds
Remove old prefab reference
Fix headbags not dropping when trophy is destroyed or picked up
Fix headbags not returned to player when "clear head" is clicked
Support [Property] attribute on event fields (Facepunch/sbox-issues#4372)
Improved military flamethrower jet line coherence, and collision/bounce behaviour
Increase move point terrina placement distance check
sks prefab setup progress
Coastal cliff whitebox progress / added more slope and bend pieces
Typo in GetHandleNormalFunc
Fix photos & headbags not working when inside a backpack
Serialize and Deserialize Scene properties such as Time Scale, Fixed Update Frequency, Threaded Animation... joining clients will now have correct values for the Scene. These don't replicate when changed after that though. Fixes Facepunch/sbox-issues#4483
player update. speargun anim set edits
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Fix industrial moving items into empty slots instead of moving items into existing partial stacks
When creating networked object from remote (networked), wrap Deserialize and NetworkSpawnRemote in CallbackBatch so that _net is initialized before OnAwake is called. Fixes Facepunch/sbox-issues#4950
TTT: add TTTShowSearchScreen hook
More consistent Vector/Angle optional argument handling
You can now do Vector( nil, 1, 2 ) and get the expected output. If you need to do that for some reason.
Material() function can use .cache files from steamworks.Download
Remove all atlas downsampling bullshit, not even being used
Backport shadowcache from CS2
Fix servers not always removing from favorites.cfg
Make CTextureManagerVulkan::GetTextureResource warning only when passed handle isn't invalid, matches behaviour of similar methods
BufferedDescriptorSetVulkan: Handle handles with no data properly, e.g 2 queued texture updates where the 2nd one is replaced data in the handle
Add batch publisher to asset browser context menus
draw icons in the asset list name instead of the icon
Fixed regular switch still showing 1 power usage in the UI
Don't clear chat + style + scrolling
Tools: Menu.ParentMenu, Menu.RootMenu
So you can do stuff like menu.RootMenu.Close()
Variable node editing (Facepunch/sbox-issues#5125)
Use StringTable.Remove instead of StringTable.Entries.Remove when removing Connection from ConnectionInfoManager. Fixes Facepunch/sbox-issues#4983
Fixed Smart Switch referred as Switch when looking at IO connection handles
Fixed Smart Switch not deployable ~1 meter below ceilings
Flip controller contexts once a frame instead of multiple times, breaking Pressed/Released tests when scoping multiple times a frame
playerupdate. exported/set up speargun anim set
Init JsonUpgrade early (fixes sbox/issues/1513)