249,429 Commits over 3,959 Days - 2.63cph!
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Snap repair bench skin picker to left when going from no item to an item
Don't change the order of skins when selecting a skin, only when changing item
Added client.sortSkinsRecentlyUsed to control sorting functionality, defaults to true
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Switch jacket icon back to the original. It's not quite as nice but it matches the icons for the skins
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Update secondary net group while controlling RC entities (probably fixes disconnecting from RC drone)
Probably fix janky looking drone movement
Change market terminals to store the remaining time instead of an absolute timestamp
Export jackhammer model mesh for workshop
dash mastery powerup
shield generator powerup
tenacity powerup
luck affects boosterPack
status callback onPlayerActivateStatus
repeller powerup
tether vine powerup
rand.PointInRect
ignorePlayerCollision can use PerUpdate
fix reroll bug
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Fix ropes attached to world, destroy rope on balloon destroy
Enabled BulletSystem generation for all redux stages
Updated Facepunch.ExpressionStrings
Added way to find out which unsupported fields are most common
Fixed generating conversion of a negated value
refactored scientist AttackTick.
Bunch of scientist state and behaviour improvements.
Base/NPC navigator improvements.
Oilrig AI design update.
Added Transform.RotationToLocal, RotationToWorld
CleanupSleepers nre checks
Delete the IsModal check now that the update is released
Hack v2 for DTVar proxies
Fixed ClientInput.StopProcessing not getting reset
Fixed bakeresourcehelper debug output
Fixed coreclr debug output
NRE fix
Bind g_pResourceSystem
Material store its ResourceId
Entity can be sent via RPC
Move Prediction.cs
Assembly Library
AssemblyWrapper hosts OnRPC
Networking can deal with global RPCs
CodeGen can handle global RPCs
RPCs can send Rotation
RPC can read rotation
Decal global RPC for placing decals
return after remove in AssemblyLibrary
GetBoneTransform returns shit serverside now
Decals are networked via our RPC
Hammer: Rebuild VIS group UI after processing all solid faces, not after each face.
tunnel corridor pieces textured and vertex painted - awaiting LODs