244,583 Commits over 3,898 Days - 2.61cph!
Fix icons not fetching correctly
When both --instanced-rendering and --normal-rendering are set, keep instanced rendering on (this allows us to enable it for testing while it's disabled globally through Steam)
Safety attempt regarding CMeshSystem::ChangeModel and GetRayTracingEnvironment
fixed flickering mesh in fbx for the wall rack
Removing buildTarget and standaloneBuildSubtarget Unity startup parameters if SeparateLinuxBuild is disabled (another test)
Fixed possible NRE on start
Only save bindings if something has changed
Workshop campaign UI scaling
Quit screen UI scaling
Add Entity.IsPawn
Fixes sboxgame/issues/issues/3927
Stats.GetPlayerStats uses steamid parameter
Fixes sboxgame/issues/issues/3766
When rendering a ClientDll scene, call into SBOX_Compat_ClientPreRender to set viewentity and tick CRenderGameSystem
Menu GameGroup inner div takes pointer events, so that the gaps between cards don't affect scrolling
Remove SceneFogParams_t, GameLoop::AddViewsToSceneSystem
Map loader & Map collision
Added parachute bag world model
Set up the PVS manually for spawngrouped maps - cuz they don't use our managed path
updates to player and chute anims
merge from Attack Helicopter
female parachute bag prefab
Added sound for failed gun fire attempts
skinning fix on parachute left handle
Fixed invalid grouping of members in rich presence, need to find out why the server's SteamID can become this
Make gamepad input poll properly in GameMenu
Game.AssertClientOrMenu includes GameMenu, fix Input.GetGlyph not working in GameMenu
Don't link channelrenderer in resourcecompiler, it doesn't exist anymore
Run ServerConfig.UpdateFromPackage after ServerInformation gets set, fixes bind collection failing to load in GameMenu
Remove unneeded rich presence setter
Run RichPresenceSystem.Tick in GameMenuDll instead, fixes presence being incorrect while in a game's menu
Young and Old Skin adjustments
Body groups no longer affect hitboxes / hitbox sets
Should fix sboxgame/issues/issues/2922
Remove native assetbrowser and replace all instances with our own asset picker ( orgs/sboxgame/discussions/3940 )
Restore AssetBrowser property attribute editor
Be more careful about finding active packages
Takes into account full / menu packages, fixes sboxgame/issues#3886
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
Scifi Helmet adjustments and LODs
Hotload test for dictionary enumeration order (sboxgame/issues#3391)
Use sorted dictionaries for network tables, component lists
Fixes sboxgame/issues#3391
Hotload: Support sorted dictionaries in DictionaryUpgrader
Update Microsoft.CodeAnalysis.CSharp 4.6.0 -> 4.7.0
Allow C# ref returns
Merge branch 'master' into oog-rendering
Move worldrenderer into engine2
Fix missed commits
Restore these methods for now
Merge from HomingMissileLauncher
Only play the out of rockets sound if there's no ammo left at all, some other refactoring
Commit some changed guids due to file duplications?
Compile fixes
Commit some meta file deletes
Fixed rocket ammo including flares in ammo count
Added placeholder sounds and RPCs for trying to fire rockets with no rockets left, and the same (with a different sound) for flares
These calls to UpdateObjectsForRendering are required for client/server to spawn the map sceneobjects in
ComputeInfoForAdapter once per adapter
Fix editor startup error when game loads faster than menu (cherry pick me)
Fix managed calls to UpdateObjectsForRendering wrong lods
Set up and added a placeholder sound for attack heli firing flares
merge from Attack Helicopter
merge from windmill_material_fix
Made attack heli headlight much brighter and longer range
2021.3.29f1 cherry picks (likely a good idea to delete this before merging from experimental the next time)
Re-organizing windmill folder for clarity
merge from Attack Helicopter
homing missile launcher sounds
Leaderboard backup, run #5621
Reduce clearance check size (radius 1.5m->1m, length 10m->6m)
Added an additional sphere check above the player to check for clearance (2m radius, 3.5m above player)
Can now hold down Space while falling to deploy the parachute as soon as possible, the parachute will check it's clearance every frame instead of the player having to spam the Jump key
These changed restrictions now allow parachute jumps from powerline pylons at certain angles as well off the cliffs overlooking Water Treatment
Attack Helicopter gunner can now press reload key to reload gun and rockets early