248,606 Commits over 3,928 Days - 2.64cph!
WIP updating to expo-notifications
Cherry-pick armoured module LOD fix to Main
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Do not recreate player's hull every tick
Fixed env_sprite_clientside affecting sprite trails
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Trimmed down InstanceData, more tidying.
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get rid of proper type checking for vgui.Create
Train tunnels / overpass progress / prefabs / scene update
Cleaning up precaching a bunch of shit we're not using
Train tunnels source files backup
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Deleted old code, renaming...
Trim the amount of debug console spam
Add some more console spam
Fix client addons using wrong Sandbox.Game
Fixed writing the wrong data to stringtable
Delete ServerLayer.cs
When server starting a game, force recompille of everything
Added GameLoop.Init, Deactivated hooks
Compiler doesn't write to a temporary filesystem
Create AssemblyTransport.cs
Don't pass compilers to AccessControl
Don't spam errors if client gamemode doesn't load
StringTable.GetString, GetData
Wrap stringtable change callback in a try/catch
Added some common stuff to Global
ClientAssemblyManager.Init moved to GameLoop:Init
Split assembly init/hotloading from general loading
Added ClientAssemblyManager
Bug fixes and refactored some of the conversion routines
Fix broken LOD rendering due to root bone and mappings being saved wrong
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merge from workbench_rotate branch
Move Global to Sandbox.Game
Increase string table max data size
Server adds assemblies to string table
Attack interface, state, event, design, classes, etc.
merge from door_blockage_anim_fix
Looks like net5 rc2 needs these delegates to be marked as unmanaged, which they are
Interop: handle const void* casting to void*
INetworkStringTable binds
Interop: support for fastdelegate from managed function ptr
Moved custom string table creation shit to c#
merge from autoturret_deathscreen_fix
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fixed UV on armored module LOD
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Horses will now continue to eat if their health is below 100% (they used to stop if their stamina was 100%)
Capitalised "Examine" in the horse entity menu
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Being killed by an auto turret will now display "Auto Turret" instead of an empty field in the player box on the death screen
Moved most of the group removal process into a job
Added a slight (0.25s) delay before we start checking for blockages on doors, fixes an animation issue when reverting a door open/close immediately after the player triggers a door open/close
Move the vending machine and tool cupboard icons up on the icon list
Allow deploying storage monitors onto vending machines
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Added updateVelocity property for background sub-layers
Changed how diamonds are transformed, fixing culling issues
cherrypick language files and "realistic fall damage" option