248,620 Commits over 3,928 Days - 2.64cph!
Disable aurora, rainbow and lightning effects when inside train tunnels
Fixed PostLevelLoaded being called in the wrong place, and being called multiple times
Merge branch 'master' of sbox
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Fix text entry not updating data bind when deleting or backspacing
Scale Yoga values so we aren't snapping to pixels
Fix PhysicsHullFromRender calculated mass info
Reset IsSpinning flag when loading from a save, fixes slot machines not being usable if server is saved while a spin is in process
Fix PhysicsHullFromRender preview
Player lazy aim test
Messy Crosshair tests
Don't generate rpc __proxy method if we're an override, because the baseclass will have generated it
Fix translatey parsing
Delete crosshair panel immediately when destroying hud elements
CrosshairCanvas.SetCrosshair public
Merge branch 'master' of sbox
Asset browser: Support multiple filter by type anywhere in search bar
Fix browse textures as files in material editor using multiple jpg ext as filter
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I'm commenting all these animgraph time > 0.0f asserts out, I reckon they don't account for predicted shit
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stag/wolf - updated and organised source rig and anim files
Wolf - idle & walk updates
ModelDoc: Fix fbx loader only using the first FbxPose (fixes loading models that have multiple bone roots)
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Fixed error when baking all stages
Warn when trying to use an ECS-enabled bullet type in unsupported places
Set disableBulletSystemGeneration to true for powerup bullets
tweak respawn pod particle glow
Merge branch 'master' of SpaceUsurperUnity
fix nightmare intro player
Merge branch 'master' of SpaceUsurperUnity
edited credits rankings
changed respawnPod effect bullet depthlevel
credits crawler repulsion circles
more repulsion circles
Merge branch 'master' of SpaceUsurperUnity
Made getting aliases from structs more generic and cached
Fixed adding ChunkData types to a bullet system
Target player auto-updating support
Redirecting support
Discover aliases in parameters passed to overridden methods
Added ECS / legacy bullet count to HUD
Big ECS pixel collision refactor
Fixed native resource deallocation in UpdatePatternsSystem
ECS updateFloatVar support
Caves shadow proxies and prefabing
Large Rock formations prefabs and spawn pops
Beach medium rock formations now show on procmap
Edited World Setup
Optimized tundra grass spawn settings in proc map
Tundra and temperate material tweaks
Texture color tweaks
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Hammer: Fixed a crash in Object Properties => Model
Hammer: Fixed a crash when trying to place a non existent Prefab using the Entity tool
Hammer: The Entity Report dialog will now close when its associated VMF is closed to prevent crashes
Hammer: Opening Entity Report for a different VMF when the Entity Report is already open will now properly recreate it for the currently active VMF
Restore net_usesocketsforloopback
Added a nullptr check when generating error texture
TTT: fix ragdoll pinning HUD for innocents (#1776)
Hammer: Fixed crash when creating a new document
Hammer: Will now select the nodraw texture on VMF load and when creating a new VMF rather than the first texture which will be random depending on custom content installed
Hammer: Creating a new VMF will now spawn a simple box in front of the camera and select the "Selection" tool
Hammer: Added CTRL+(SHIFT+)V text to Paste (Special) in right click menus to let the user know about the existence of these shortcuts
Updated Facepunch.ExpressionStrings
Automatically add extension properties for bullet aliases in ECS codegen
Better ECS codegen errors for unsupported method calls
A bunch of velocity methods, SetDespawnTime ECS support
Fixed ActiveChild not being predicted 😟
Merge branch 'master' of sbox
Hide viewmodel if there's no view entity - viewmodel doesn't need to be a child of player/weapon
Clientside Authoritive entities use Player Predicted Time (fixes viewmodel deploy animation ping delay)
Bind StudioFrameAdvanceManual
Don't try to make clientside entities predictable
ShouldPredictAnimGraph always true
Player doesn't need to fall AnimFrame
Set ViewModel.Owner instead of .Parent - because it doesn't fuck with its position
Viewmodel anim tweaks
EnableClientsideAnimation doesn't seem to be doing anything useful
Fix animgraph prediction errors
Fix rust shotgun physics size
Don't set viewmodel parent
This EnableClientsideAnimation doesn't seem to be doing anything useful
submarine prefab setup:
fbx meshes
collision meshes
gibs
textures and materials
Fix typo of default type on comparing DoNotCastShadows attrib
merge from /main/TrainCornerCollisionFix