249,487 Commits over 3,959 Days - 2.63cph!
Add StreamClient.Service getter
Fixed being able to open BBQ from outside camper module (should also now respect locked state)
Can now gesture in camper seats (hand IK is disabled for the duration of the gesture)
Initial commit
Initial commit
Fixed eac build error (entity.deleteby changes)
Added PlayerIsMounted and LocalPlayerIsMounted methods to BaseMountable, with overrides in BaseVehicle. Replaced all checks of the same type with those new methods.
Revert gibbable material lookup change (change is no longer needed)
Fixed client/server compile issues
WIP server manager tab in F1 menu for server admins
Lists all players, basic server info and all server convars
Updated fired rocket model
MLRS rocket worldmodel was causing NRE due to having >1 collider. Reduced it to one.
Remove rfc2812 class, isn't needed anymore
Add cap req for tags, commands, membership
Grab chat message color from tags
Add badges to chat message
Don't split badges string if it's null or empty
Add join/leave events
Send username in join and leave events
Add StreamClient.ClearChat
Add StreamClient.BanUser and StreamClient.UnbanUser
Add StreamClient.TimeoutUser
Full manifest rebuild to clean up all the loose ends.
New rocket world model set up (no LODs yet). Manifest update
Manifest update
Fix not being able to use locker in the back seats of the camper module
MLRS greybox update. UI map screen adjustment. Updated all colliders.
MLRS greybox update rotation fix
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Fixed standalone build error
Revert "Limit fixed update rate in co-op on Switch"
This reverts commit 05e3d17dd57a8f1a63e538f9504869bc0b0495d3.
Fixed Switch build error
Fixed pause background being corrupted on Switch
Limit fixed update rate in co-op on Switch
added sway to missing viewmodels
camper no longer default BP
Added camper to T2 techtree
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Fixed plane trace backwards logic (and added tests)
Fixed WorldPanel being backwards
Citizen/animgraph: added Pistol RH reload
ticket dispenser - all LODS
Merge branch 'master' of sbox-game
Don't predict-simulate entities that aren't predictable
Can turn prediction off for an entity using Entity.Predictable = false
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