250,358 Commits over 3,959 Days - 2.63cph!
Added Placeholder Assets
Buildings
Trees
Rocks
Boxes
Make sure continuations of tasks that do UI stuff are on the main thread
Working on refactoring network API calls
First pass at using async / await for network API calls
Make sure continuations of tasks that do UI stuff are on the main thread
Speed up writing to sv.files.db
phrases and codegen check
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fixed 'notes' alignment on contacts panel
making sure the fur meshes are in LOD0 only
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Hide the Win Summary when the stats round is over
fix for disappearing lods on stag ragdoll
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Reduced junk pile scientist range
Fixed junk pile scientists charging the player incorrectly.
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More accurate vision distance. Reduced boar and stag vision ranges.
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Working on refactoring network API calls
First pass at using async / await for network API calls
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Increase tunnel dweller vision range
Profiling, DebugDraw utility
More stable movement
Add Vector3.AddClamped
Merge branch 'master' of sbox
Fixed Win Summary Elo Calculations
Implemented Locked state for doors
Adds Lock/Unlock inputs, respects StartLocked spawnflag, OnLockedUse output
Doors now also fire OnFullyClosed, OnOpen and OnClose
Fixed FileTransfer read stream could be left open, causing havoc
NavMesh - skip points that are really close to together
Fixed clients never downloading the first file (usually meaning broken missing hud files)
Better Entity.ToString
c# MapIO debug + visualizer thing (cvar and a console button)
FuncButton: DelayBeforeReset 0 doesn't act as -1
Fixed Switch release build crash
Added some basic buildings (placeholder) and renamed some stuff to make a bit more sense
Added missing shader to graphics settings
Fix lab_toolmode default not working
UserVar > ConVar.ClientData