238,093 Commits over 3,837 Days - 2.59cph!
Optimization to remove queues when no longer required (cheers Ziks)
Use new ByteStream( data ) instead of create w/ length then write
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
Not deployable on tugboats
Not deployable underwater
Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
Updated & enabled the navs and beacon that were already present on it but hidden. Just to test.
Oopsies let's actually not allow old cookies to replace newer ones
Fix offset parameter in ByteStream.Write (#1626)
Optimized textures.
Removed old FP logo.
Optimized lights.
Fixed spotlight glare issue.
Speed up third person reloads
M700 sniper rifle
Model only
https://sbox.game/facepunch/v_m700
Tooltips for mysterious component inspector buttons
Fixed bayonet viewmodel rendering a shadow
Added headers to deathcam
This should fix all the player's weapons showing at the same time
Use Nullable underlying type when attempting conversion, fixes Facepunch/sbox-issues#5879
Fixed tin can alarm deployable on itself
Show Prefab Variable button before Nullable button in ControlSheet
exported wolf run hit animation test
Fix weapon traces (oops)
Simplify PlayerBody renderer code
Show players without pawns as dead in UI
Fixed wallpaper pickup always giving default skin item
Include player teams in Scoreboard.BuildHash()
Fixed right click opening the pie menu while holding wallpaper
By default queuedUntilState is null
Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast
I have a feeling this wasn't on purpose
Include player teams in RoundStateDisplay.BuildHash()
Render folder paths and filenames now use the format "ItemName/SkinName/ItemName - SkinName_xxx"
Catch possible NRE in CookieContainer
Fix wolf not taking damage
Flush for source here too
Call flush here
Don't set to connected until Activate
Subtracting
101333 (introduced server issues)
Added PrepareScene_PreRecord for init between takes.
Zero out Rotation parent for each take.
Remove unecessary includes
large rock formation a test case
jutting cliff test case
Simplify hfsm by implementing it with a stack instead of recursion
Add my own test duplicate of twitch render scene before I destroy it
Oops, delta needs to be transformed by the rotation not the transform
Retakes: plant without a player
Fixes #180
More batch rendering progress.
Fix CastShapeAgainstShape for AABB
moved ragdoll convar to server
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