223,523 Commits over 3,684 Days - 2.53cph!

Can't aim while sprint/sliding ("no_aiming" mechanic tag)
Fixed HUD not showing
Add proxy update for mechanics, so we can grab tags for networked players, crouch/slide/etc sync'd this way
More work on networked players
Today
merge from nexus
Today
merge from tutorial_menu_improvements
Today
merge from fix_demo_disk_quota
Today
merge from industrial_conveyor_quickmove
Today
merge from dismount_netting_fix
Today
Fix menu not loading 🙈🙈🙈🙈🙈
Today
Make internal addons.. addons - because it matters now
Leaderboard backup, run #11154
Today
Fix NRE in DockManager Make Project creation internal Add LibraryManagerDock Project constructor can't be internal, ya dummy Library publishing
Today
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
Today
Added a metal detector mission objective
Yesterday
Added hinges to the van doors
Yesterday
Merge from explosions
Yesterday
Both flamethrowers with viewmodelrenderers and effect parents setup
Yesterday
Backport more shadowcache code from cs2, start adapting lightbinner for new layout
Yesterday
Match import fbx offsets exactly
Yesterday
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
Yesterday
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Yesterday
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
Yesterday
Wrap player input around IsLocallyControlled
Yesterday
Code refactor, start working on pawn possession (so we can do networked spectators later)
Yesterday
Properly aligned sharp coastal cliffs Medium cliff variant test
Yesterday
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Yesterday
Merge from mission_improvements_may_24
Yesterday
Fixed escape key not working anywhere
Yesterday
viewmodel updates inc bolt states & triggers
Yesterday
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
Yesterday
.gitignore update, case sens changes
Yesterday
viewmodel updates
Yesterday
Adjust recoil system to be more sane Add some UI components back, start on ammo hud. Default map facepunch.prison Reflect real ammo counts, fixed MP5 ammo container
Yesterday
Fix node graph comment not saving position after resize
Yesterday
Switch asset warmup to use the existing Timing class Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
Yesterday
Fixes Fix input to work on the controller
Yesterday
GameObjectControlWidget: allow opening prefabs in editor
Yesterday
Merge from unity_2022.3.24
Yesterday
Merge from main
Yesterday
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
Yesterday
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Yesterday
More fucking around with Unity.AI.Navigation
Yesterday
Link.IsNestedInput ActionGraph delegates can override input values
Yesterday
Removed some bullshit files, compile fix
Yesterday
Analytics for asset warmup & prefab warmup
Yesterday
Maybe fix hostile UI sometimes not showing if you're inside a safe zone
Yesterday
merge from fix_ammo_unload_drop
Yesterday
merge from fix_pickafriend_dark_colors
Yesterday
merge from fix_broken_minigun_delete_ammo