472 Commits over 2,070 Days - 0.01cph!
Merge from oceanlevel_respawn
Fix NRE when opening the mining hat in the workshop editor
Fix workshop editor generating blank icons for wearables
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Merge from comp (device sounds)
Ignore replicated convars with no name instead of erroring (why are they there though? modded?)
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Forgot to set the smart alarm message dialog tooltip string
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Fix teleport commands not working with sleepers
Fix teleport2marker teleporting you to the bottom of the ocean
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Fix the same thing happening with the regular teleport too
Fix teleport2me teleporting a random bot sometimes when the player was not found
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Fix being unable to use teleport2owneditem when the player is offline+dead (provide a steamID instead)
Add teleport2marker to teleport you to your marker point on the map
Default the history server list to sort by last played (descending)
Add new PlayerStates to the cache so they don't get lost forever
Add a dirty flag so player state doesn't always need to save for each player
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Fix a few issues with PlayerState and MruDictionary
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Fix downloading models from the item editor when there's multiple models
Don't save replicated convars on the client
Fix toggle buttons always showing "OFF" even when they're on
Phrases
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Don't allow manually setting replicated convars clientside (prefix it with sv so you can't desync yourself)
Fix the igniter not igniting candles
Add composite keybinds so you can do stuff like: bind [leftcontrol+x] kill
Don't allow negative oceanlevel because too many things would break from it
Fix buoyancy component ignoring oceanlevel changes
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Add meta.add console command to add a value to a convar (useful in binds)
Fix MarkHostileFor stomping the client's hostile duration timer with shorter values
Change LifeStoryStart assertion into a Debug.LogError so it doesn't prevent respawning
Cherry pick
47385 (SoundManager fix)
Merge from playerstate (few fixes from review)
Fix aim jumping when stopping shooting when mounted on something (Mostly?)
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Change TOD_Time to use Update instead of FixedUpdate so it runs even when timescale is 0, and it uses its own fixed step loop inside to maintain behaviour
Fix demos failing to load after disconnecting from a server because World.Transfer was enabled