252,664 Commits over 3,990 Days - 2.64cph!
- Profile socket mod inside, i'm going to be using it a lot
- Natural beehive file cleanup
Satchel charges can blow up from damage which'll override the attacker
Rat can roam around while they don't have a target, implement Rat.Friend so it doesn't attack its owner
Don't need these interfaces for BeamComponent
merge from primitive -> aux2
merge from primitive/fix_loot_table_nre -> primitive
Fix NRE when enforcing eras for loot tables
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Remove debug spam of server tags in F1 menu
merge from main -> primitive
Generate manifest to prevent build server from failing when generating manifest remotely
Link asbestos armor insert world model
asbestos armour plate
world model LODs, materials and textures
setup .worldmodel
Cleaned up the gluon and fixed fucked up effect
Deployed explosives explode when the ground they're deployed on is destroyed
Update: Putting in a skeleton of logic for Parallel update
- Duplicated BasePlayer.ServerUpdate and FinalizeMove - rewrote to work on a list of players
- Added `server.useplayerupdatejobs` to control whether to use parallel or serial processing of players, default to off
New code doesn't really do much, just organized in a way to start working on parallel bits. I feel like I'm about to depart on a year-long journey into the jungle.
Tests: compiled in editor in SERVER-CLIENT mode
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Fixed "radius" in "Position Along Ring" being clamped to above 0
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Upload map image to files.facepunch.com via the publicapi and retrieve the url
Edit mode shortcut workaround
Started on editor cookies
set thrown satchel Player property, so kills are credited
Use cancellation token in HttpResponseMessage.EnsureSucessful
merge from primitive/deployable_ammo
Fixed explosion effects spawning twice
Offset the explosive effect spawn point a lil bit to reduce clipping
Adjusted flammable ammo effect rotation
Make ResourceLibrary work for all Resources - meaning we can network resource references
Polished explosive bomb effects, added fuse sound
Fixing outbreak scientist wearable
Update Facepunch/sbox-issues#7443 repro
Fixed -console no longer bringing console to front on launch
Added new Bloom preset
Remove duplicate "missing material" output from VBSP
Do not unexpectedly reduce MaxHealth on dead entities
VRAD: Fixed a memory corruption issue with static prop lightmaps
Test reproducing Facepunch/sbox-issues#7443
Scene.Load: deserialize component properties before network spawn
setup buoyancy on player temp-ragdoll (requires scaling due to increased gravity, higher water drag to not let you skim the player like a stone)
- fixed ragdoll setup to mark the prefab as dirty
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Test reproducing Facepunch/sbox-issues#7443
Flammable ammo now use the catapult fire effect when lit
Fixed ignite sound not playing
Add brix image caption style
Merge branch 'master' into monetisation
Ammo display turns red while clip is empty/reloading
Improved Siege Tower Colliders
Moved DirectoryMetadata from Project Cookies to Project Config folder. Metadata is only saved when changes are made instead of saving a bunch of default values that are identical.
If folder metadata isn't found, check ProjectCookie for legacy data