239,558 Commits over 3,837 Days - 2.60cph!
Balloon entity keeps maintaining gravity scale incase something external messes with it
Don't allow multiple people to physgun or gravgun the same body (although it technically works)
Update accessdump.txt
Steamworks Cull
Update accessdump.txt
Support OTF fonts
Add MaterialIcons
Icon Tests
Moving FontIcon from Sandbox.System to ConsoleShared (don't need to be exposed to addons)
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Move physics joints under a shared namespace
Remove Overlap class and instead have Physics.GetEntitiesInSphere
Plugin integration for testing.
Fixed Lua error in Hoverball tool
Fixed regression with gamemode search
DNumSlider text color adjustments
Default values for Super DOF sliders
Added ability to clear Lua errors per category/group
Added ability to clear Lua errors per category/group in the Problems menu
Minor tweaks to the Problems panel
Do not complain about dxlevel 90
Override ActiveChild for Player to return the real active child for non local players (fixes physgun beam for other players)
TTT: Fixed "select language" strings in translations (Community Contribution)
Add back unweld with attack2 and unweld all with reload
Rollback the 'GetTable() is not setup in OnEntityCreated clientside" fix. It causes too many issues with existing addons.
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Reset weld target on deactivation of tool
Removing access from a few things that addons shouldn't have access to
Update accessdump.txt
Added ability to clear Lua errors per category/group in the Problems menu.
Minor tweaks to the Problems panel
Do not complain about dxlevel 90
Ignore inventory slot switching if physgun is active
Merge from HDRP_Art_Backport
Remove debug code
Adding AccessDump tool
Create accessdump.txt
Restored billboard distance behaviour in the tree mesh quality range of 50 to 100
Attempting a different method...
Added support for charge attacks and changed the pickup ragdoll / stick ragdoll button to Use, right-click now starts charging the knife attack to do 3x damage if you hit
Enabled read/write on arctic grass meshes to get rid of errors
Fixed mesh and tree LOD settings not immediately updating all rendered meshes
Fixed incorrect LOD distances in TreeLOD when no culling stage was set (which should be the default now, trees never fully cull)
Potential fix for Linux file system find not properly handling partial wildcards (i.e. folder/*_suffix.txt where the filename folder/test_file_suffix.txt would not be found) Affects file.Find, the default resource/language/* files and the rest of the engine
Fixed bush removal when building
Updated giant excavator topology map for better road connections
ConsoleSystem.FindValue -> ConsoleSystem.GetValue
Console code cleanup, use template
Fixed NRE if a light that is flickering is no longer valid, fixed Laser Dot not hitting hitboxes, and changed Pos to WorldPos
merge from foliagegrid_multithreading
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Show player counts on games
prefab updates, vision cone enabled for animals.
Allow freezing IsJeep() entities in singleplayer (to see if this has any potential crashing issues)
A bunch of nicer errors when maps fail to load
Added BiomeVisuals script (selects a child object based on biome, destroys the others, only works with static decor for now)
Delay clientside ENT:Initialize to where it was before.
Animal IAIAttack.CanSeeTarget implementation.
Animal AI design file update.
Fixed Filesystem fs not found errors on subsequent loads