250,102 Commits over 3,959 Days - 2.63cph!
Fixed some console commands crashing when used without a player on the server
Fixed ent_remove being able to delete players
BiomeVisuals now supports pooled prefabs / entities
Add extra check to make sure directional gravity is reset on destroy
Scene to prefab - prefabs only
Saplings biome variant prefabs
Update Build-Retail-Native.bat
Merge branch 'master' of sbox
combing monuments for severed prefab links for foliage
Added CollateTrainTracks to Barren (should resolve train track issues)
Fix shadow hotload and writing on new addon asset system
Show addon maps in local map list
be more specific about what we want to build
Fix FullPathToModRelativePath not working
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Fix .vpk not being marked as ASSET_LOCATION_GAME
orb hard speech
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
more ball pit switch adjustments
disabled some ballpit ECS bullets
Better system for tracking recorder settings
Added options for reverting camera state and pausing the demo when the shot recording ends
Changed shot list entry to sentence case
Make drawtriggers_toggle an admin cmd
Fixed having to close a shot before starting a new one
oops, forgot to update this
Double the animation time for card flips
Merge from gib_pool (disabling read/write on a bunch of gib meshes)
Reset water level fraction when not touching water
Highlight current shot
Various fixes
Add more collision info to Entity.OnPhysicsCollision
- Fixed the player being left holding cards if they go all-in in a two-player game and get kicked after the result for losing all their scrap.
- Line endings fixed in CardTableSeat
yolo disable read/write on a ton of meshes that have collision meshes so shouldn't need read/write
enable compression on some textures
adjust some audio import settings (mostly ambience - no decompress on load)
Ignore TerrainFormer folder in texture import analyzer
Better file directory setup for storing shots, shots are now stored in a folder matching the demo name
Fix camera rotation changing when ending a demo
Disable autofix button in analyzer UIs
Update model import analyzer to point out when a render mesh has R/W enabled but there seems to be a matching collision mesh
Fixed shot looping back to start even if loop is disabled
Poker: If there's NOBODY else in the game at the end of a round, that always means you won (wasn't a real bug but the UI would in some cases only show the scrap as "returned" instead of "won")
Clear all gibs when scrubbing the timeline, prevents them being repeatedly created and not cleaned up when scrubbing forward/back
More gib overrides and read/write disabling:
Ice walls
All car chassis's and modules
Igniter, sprinkler, tesla coil
Powered water purifier, water pump
Poker: Fix double-showing a result if there are no primary winners
Rename the card table next round phrase since the text content/meaning has changed
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Update comment to match current behaviour