250,464 Commits over 3,959 Days - 2.64cph!
Looking at updating postprocessing package
Added resource map entity stubs
Add Panel.OnHotloaded
Call Panel.InitializeEvents on hotload, remove previously added events
Update current link when switching tabs
Do not allow to use the "Drive" property on entities that are already being driven.
Fixed a bug with Selection list not updating before Tag added/removed methods, added the Scout unit and a primitive method for determining spawn locations of units
Fixed MouseBack, MouseForward UI events not doing shit
Navigator supports history back/forward
Only unmount .gma files when we clear unused materials
Do not clear unused textures after reloading models on disconnect (It is still being done just before loading onto a server/into singleplayer)
Template loading more error resistant
Settings page shell
PanelEvent system revamp
Removed a bunch of unnecessary scripts from microphonestand.deployed.static - fixes cargoship PA breaking
Underwater lab moonpool ladder socket fix
Updated Collision on Trees
Simplified collision on trees
Underwater lab prefab setup: tube, leg and end pieces
Underwater lab test scene updates
Underwater lab procedural generation progress
Editor-only convars for dev. WoundedFreeCamera and WoundedNeverEnds. Also in the Rust Editor window.
Underwater lab conditionals prefab tweaks
Fixed WaterOverlay NRE on maps without water
merge from /voiceprops/dlc
Change crawl speed to 0.6m/s to correctly match the animation speed
Fixed cliff_medium_sloped_R broken mesh in cave_small_medium scene
Underwater lab conditionals prefab updates
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Recover chance difference for crawling vs. incapacitated. Added convars for each.
Reset wounded timer if player goes from crawling to incapacitated. Some refactoring.
Set speed thresholds in the crawling blendtree to 0.5 instead of 1.0, since we only crawl at 0.75 (currently)
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Add reference to Sandbox.Hotload when compiling addons (for the callbacks)
Log when an unhandled exception occurs because it will sometimes kill the process (eg in finalizers)
Crouch poses for shotgun & SMG holdtypes
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Animation: Give look look direction a 0 weight while crawling.
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ModelDoc: Fix viewing compiled models
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Fixed friends leaderboards getting stuck loading
Fixed case where BulletQuery wouldn't list matching bullet systems
dmfbxserializer: compute delta state normals for blend shapes in a way that isn't completely fucked
Fixed standalone build error
Fixed a couple regressions with steam leaderboard score submission
ballpit player2 barrier is green
fix ballpit confuse effectBullet switching players
credits boss parts drop powerups
Merge branch 'master' of SpaceUsurperUnity
Citizen blendshapetest mesh for comparison