248,622 Commits over 3,928 Days - 2.64cph!
Type check RPC calls and spit out an error if they contain invalid parameter types that aren't networkable
Array types work properly with a secondary call to IsSupported overload
Merge pull request #10 from Facepunch/type-check-rpcs
Type check RPC calls and spit out an error if they contain invalid parameter types that aren't networkable
Array types work properly with a secondary call to IsSupported overload
Add IFileSystem.GetSearchPath (allows us to iterate search paths in engine)
AssetSystem adds mods using the _mod_* search paths instead instead of scanning addons/*
Add BaseFileSystem.WriteJson
Load additional addon paths from config/addon_paths.json
Added addon_add, addon_clear commands
Type check RPC calls and spit out an error if they contain invalid parameter types that aren't networkable
Added HoldItem two-handed poses, added movement 1D Blends as ModelDoc sequences
Added subprotocol support to WebSocket
Added some asserts to ensure sub-protocols can be added
Merge pull request #9 from Facepunch/ws-subprotocol
Added subprotocol support to WebSocket
Added some asserts to ensure sub-protocols can be added
decreased laser prison track player time !redux_all !ecs
Added subprotocol support to WebSocket
Added more unit sound types. Added some toasts for technology research and unit trained. Fixed Simple Terry's ragdoll.
Fixed not being able to place items in dropbox
More appropriate chat panel
Set up collisions on resource nodes
tweak tentacle rain easy speed
fix not being able to convert bullets while invulnerable
fixed converting bullets while invuln edgecase
Merge branch 'master' of SpaceUsurperUnity
Added EcsHash to replay diagnostics data / state parity bit
Fixed possible NRE when loading a workshop stage
Don't allow cancelling loading before asset bundles have loaded
Fixed possible NRE in the workshop campaign menu
Also wait for _readyToLoad before being able to cancel stage loading
updated crawl anims
updated player animator - changed anims and speed values in crawling blendtree
default cassette music loops
mixer dsp tweaks
more dead air between remote phone rings
Added DivergenceTrace
Fixed possible divergence in ECS bullet enumerables
Lerp remote player movements
HoldItem holdtype work in progress
Updates to get things working
Hook up the player entity kind of so you can see other players now
Hook up a dummy spawn point entity to stop that missing prefab error
Adjusted concrete barrier UV
Tweaks to layout
Remade the low for concrete barrier
Now better matches the high
Merge branch 'master' of sbox-game
NetworkClient gets server address
Add Lobby.JoinGame
Call game.lobby.join, game.lobby.leave when joining/leaving game server lobby
Merge branch 'master' of sbox
Party members follow party into games (in theory)
Fixed assertion with texture lerping in post effects
Added support for [OnChangedCallback] to NetworkComponent classes
Fixed warning about late deallocation
Sort ECS bullets before enumerating them
UpdateHashSystem is now chunk layout agnostic
Added DivergenceTrace
Tidied up callback code as per review
Use the correct default branch when downloading gamemodes from github and no branch was specified in the URL
added some requested cubes for map makers /modding/cubes
Popup menu sex up
Merge branch 'tmp'
Gave the player a smaller collider when on a horse that better fits their actual size when on the horse. Hopefully fixes my newer more zealous clipping checks from booting players off when it shouldn't
Fixed regression bug, clothing with move speed modifiers no longer affecting movement speed in water or on ladders
Updating animgraph with new parameters
Switching some parameters around for Max
Tweaked bunker entrances volumes due to AH issues
Added support for setting tag conditions on Trace.Sweep (#6)
* Added support for setting tag conditions on Trace.Sweep
* Removed HasTagConditions()
Fix nested immediate child scss not working
Basic :nth-child support
Merge branch 'master' of sbox