239,998 Commits over 3,837 Days - 2.61cph!
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fixed 'notes' alignment on contacts panel
making sure the fur meshes are in LOD0 only
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Hide the Win Summary when the stats round is over
fix for disappearing lods on stag ragdoll
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Reduced junk pile scientist range
Fixed junk pile scientists charging the player incorrectly.
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More accurate vision distance. Reduced boar and stag vision ranges.
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Working on refactoring network API calls
First pass at using async / await for network API calls
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Increase tunnel dweller vision range
Profiling, DebugDraw utility
More stable movement
Add Vector3.AddClamped
Merge branch 'master' of sbox
Fixed Win Summary Elo Calculations
Implemented Locked state for doors
Adds Lock/Unlock inputs, respects StartLocked spawnflag, OnLockedUse output
Doors now also fire OnFullyClosed, OnOpen and OnClose
Fixed FileTransfer read stream could be left open, causing havoc
NavMesh - skip points that are really close to together
Fixed clients never downloading the first file (usually meaning broken missing hud files)
Better Entity.ToString
c# MapIO debug + visualizer thing (cvar and a console button)
FuncButton: DelayBeforeReset 0 doesn't act as -1
Fixed Switch release build crash
Added some basic buildings (placeholder) and renamed some stuff to make a bit more sense
Added missing shader to graphics settings
Fix lab_toolmode default not working
UserVar > ConVar.ClientData
[UserVar] is now [ConVar.ClientData]
[ConVar.ClientData] initial default value sent to server, value survives across hotloads
Non static [ConVar.ClientData] must be a member of an entity
The "Joining failed" message now passes the exception
Print in console when codegen errors out
Warning fixes
[ConVar.ClientData] convars can be entity members
Merge branch 'master' of sbox
small tweaks to wolf material