248,620 Commits over 3,928 Days - 2.64cph!
Remove the generic cards-and-chips table content
allow any player to mount magnet crane
magnet crane disable hurt triggers when inactive
disable collision between magnet crane and carried object
destroy magnet crane when tipped over
always kill occupant of magnet crane when destroyed
added headlights to magnet crane
disallow ability to push magnet crane limbs through objects
added serverside colliders to magnetcrane base
fixed shreddable_pickuptruck not having client collision
magnetcrane now self-damages when leaving the junkyard
improved magnetcrane suspension and center of mass
lowered magnet refraction effect
Conic Gradient
Merge branch 'master' of sbox
Fixed couldn't make `new Entity()` clientside
Added RenderEntity
Fixed events not registering child events
Merge branch 'master' of sbox
Add voxel shader/material (just allows vertex colors to be utilized for now)
.vox loader supports colors
Apply PhysObj.EnableMotion to all PhysObjects of a Jeep, and enable it in multiplayer
More Render system refactoring, I think I broke text rendering and ui additive mode
Merge branch 'master' of sbox
Added description to local saves/dupes/demos, and fixed a minor visual issue with their titles in spawnmenu
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Citizen V2 new root-level bones for IK data + minor skinning fixes
Citizen V2: new IK chains + minor skinning fixes
(Animations not yet updated to hold IK data on the new bones.)
Fixed crashing issues with trying to set/get flags on invalid physics objects
killfeed translation for cycler_actor
Potential fix for Linux x64 crash when unmounting addons
Do not add the .gma files to each folder to internal addon content file list
Fixed mesh gap on lighthouse LOD2
Changed distance mode on lighthouse interior to prevent lodding too quickly when walking up the stairs
Lighthouse scene2prefab
Compound - repainted building topology
Added managed/custom scene object
InteropGen: fixed incoming managed calls sometimes not passing right args
Render thread safe(r)
Render Cleanup
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Fixed spawnicon re-rendering not working
Potential fix for crashes when removing fire particles when removing an entity/leaving server/etc
baked in some road topology inside the sphere_tank monument to prevent cliffs spawning in the transition area
Much needed polish to cliffmicro and cliffmicro arid terrain anchors
Add a 300ms delay to the start of the card draw sounds, so they they play more in the middle of the card flip, and give a chance for the action sounds to be heard separately
Prevent doubled-up action sounds by clearing the last action info after Save
Don't try to make random moves (editor only) if we're in-between turns
Change the "None" poker input to be a 0 value, instead of a 1
Fixed vm's with particles/lights still being visible while gesturing
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Fixed Reveal Hand not playing the right action's sound. Made the check sound quieter.
Single and double door gibs no longer apply skins, currently there's no way to stop the skin material being unloaded while gibs exist in the world (will revisit next month)
Fix timer showing between moves sometimes
Fixed throwable easter egg gibs
Gibbable editor now displays a warning if the mesh has r/w disabled and no overrides had been set up
"Sync override list" option now auto assigns box colliders to everything
Set up gib overrides on snowman, bear trap, solar panel, storage monitor, scarecrow, tuna light and reactive target
Fixed Playground and BillBTestMap terrain after HDRP backport merge