249,463 Commits over 3,959 Days - 2.63cph!
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Cleaning up, separating weapons
Delete old deathmatch folder
Disconnect if can't create gamemode
Delete lasereyes gamemode
Update Access
Added BaseWeapon.TraceBullet
Fixed TraceResult.Direction wrong direction
Entity.Owner is now a player - can use OwnerEntity to get it as an entity
When setting Parent, if new parent entity is the world, will behave correctly
Update baseaccess.txt
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Initial commit
Addon text
Rough baseline
junkpile prefab setting tweaks
Fixed edge case that could lead to train tunnel network just ending and spilling out into darkness at the end of a station
Initial junkpile scientist prefab, brain setup, empty design.
Don't include shared/decals.cpp
Moving these out of source control since they're part of sbox_game now
Remove some more debug spam
Made previews a bit more modular
Added NetworkClass.NetworkDirty
Network CurrentTool
Put addon name in generated source
Don't print results of command line commands
Player.ToString()
Addon ProjectGen, ignore some dumb warnings
Chat prints in server console
Fixed some warnings in addons
Reduce console spam
json fixes
fix reroll
tether despawn on hit properly
Merge branch 'master' of SpaceUsurperUnity
ballpit sfx
edgerunner effects
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
Lighting & roadsides backup
Damage train when hitting barricade
Reduce train speed a bit more when a barricade is hit
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LODComponent compile fix for SERVER
Big BulletSystem codegen refactor
Train barrier collision handling
Manifest, merge fixes, codegen
Merge from map_optimisation
Use RustLayout on shop map marker cluster
Initial work on destroyable barricade for tracks
fixed constant RF spam at oil rig
Made train stop lighting slightly brighter
Added map icon for fof_nest
Revert changes to Entity.NetworkVarNotify as they cause problems with many addons
TTT: Fixed an issue with LANG.AddToLanguage to do with missing languages (Community Contrib)
Fixed exploits to do with the main menu
Remove base_ai comment that is not true
Fixed spawnmenu tabs erroring due to content w/ no category
Use the new undo.AddFunction feature for Statue property
Added DProperty_Entity
Also made util.StringToType work with "entity" type
Editable Entity UI (DProperties) now supports the same UI type names as the DTVar type names. i.e. you can now use "Bool" instead of "Boolean" in Entity:NetworkVar() "Edit" table, etc
DTextEntry deletes its suggestions DMenu if the textentry is deleted
Deleted auto-sent files from lua/send.txt
Main menu maps optimization
No longer refreshes the map list multiple times a per "mounted content changed" event, so it should be faster
Added callback to gmsave.LoadMap
Useful for mods that want something to happen only after all the entities are placed
Allow SpawnmenuContentPanel to switch to NULL panel
Do not error when SpawnmenuContentPanel:SwitchPanel() is called with an invalid panel.
Minor clean ups that don't deserve their own commit
Simplifying network write/read
Merge branch 'master' of sbox
Created unique light prefabs
Tweaked fill lights to simulate bounce lights
Replaced old lights with new prefabs for all tunnel modules
Reduced flare distances
Increased fill light distances to prevent the tunnel from becoming dark too quickly
Tweak prop dressing
Removed static doors from the stops
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Hotload root tracing
Merge remote-tracking branch 'origin/master'
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Fix loading screen closing too early when joining a server
Update steam dedicated server files
Dedicated server console input to managed
Don't print a load of shit on startup
Fixed pGameProps crash
Run command lines after bootstrap::init
Delete StandardPlayerAnimator.cs
Dedicated status in title