244,586 Commits over 3,898 Days - 2.61cph!
merge from water_jump_force
merge from windmill_material_fix
Experiment: Use gamepad gyro for aiming (will probably make this handheld only but we'll see)
Remove render pipeline logic from client.dll, just grab them in CRenderingWorldSession instead
Wrap CRenderingWorldSession in a c# object with gc, each SceneCamera gets one
fill in the rest of placeholder CViewSetup
Bandit Town S2P (uses windmill_static)
Fixed missing materials on windmill - This was because the windmill shared materials with quarry deployable that were removed
exported updated homing missle launcher viewmodel animations
Adjust Steam Deck game scale, still high but not as insane as before
Keep Deck main menu scale the same as PC for now, server browser is totally unusable currently
Restyle weapon hud
https://files.facepunch.com/tony/1b3111b1/sbox-dev_0sWCOYcgcH.jpg
S2P bandit_town - fixes HAB not spawning when bought at bandit camp
Be more careful about finding active packages
Takes into account full / menu packages, fixes sboxgame/issues#3886
updates to launcher vm prefab
cleaned up launcher holdtype entity
merge from hotairballoon_deathscreen
merge from ConvexDeployables
Create new class button adds new class and opens it instead of erroring out
merge from HomingVsPlayerHelis
Add WeaponCard, refactor WeaponViewer to self-handle attachments, implement save/delete methods
Updated unpacked parachute prefab with new model (still not final though)
Updated parachute item icon
Ran autoset script on homing missile launcher to set dimensions and grid size.
Removed pegs for now as neither peg is large enough.
merge from save241 - Staging wipe
Fixed issues with industrial crafter placement on workbench 2 and 3
Leaderboard backup, run #5597
Fixed NRE when attempting to inspect or unlock homing missiles (null item in additional unlocks array)
Fixed a warning log getting spammed every time a blueprint is selected in the inventory
Don't allow looting attack heli storage if there's a driver
If either player fires any weapon on the helicopter, both players are now marked hostile regardless of whether the weapon hurts anyone
Update attack heli storage naming, for additional clarity
Added storage interaction to the collider near where the flares come out
A few edits for pilot flares
HasValidParachuteEquipped safety checks
Don't keep firing flares at ultimate speed if the player holds down the flare fire button
Simplified pilot flare obj