248,564 Commits over 3,928 Days - 2.64cph!
Fix loading screen closing too early when joining a server
Update steam dedicated server files
Dedicated server console input to managed
Don't print a load of shit on startup
Fixed pGameProps crash
Run command lines after bootstrap::init
Delete StandardPlayerAnimator.cs
Dedicated status in title
readying the connection to train platforms
vm medical syringe source file updates
NavMesh path fix
Merge branch 'master' of sbox
Another failing delegate hotload test case
Fixed possible NRE in FindMatchingLambdaMethod
Split hotloading tests up
Even safer cache check for delegate substitutions
Replace delegates with null if we can't find a valid substitution
Fixed possible incorrect delegate target substitution
Another hotload delegate test
Merge branch 'hotload-fix'
Merge branch 'master' of github.com:Facepunch/sbox
Fixed some serverside convars not getting captured
Remove debug output
Clamp surface hit volume
Added TargetLostRange to AIBrainSenses.
TarrgetLostAIEvent now checks distance too.
Oilrig scientist design update.
Lets manually set the frametime in PreWorldUpdate
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More debug
Merge branch 'master' of sbox
Use classic cubemap fetch for two lobe specular, they are usually rough
Volumetric fog shader object without ghosting
Added enum for navigation speed settign and per-type speed values.
Switch all calls to BaseNavigator.SetDestination to use the new enum.
Test scenes updated.
Physics impact sounds test fix
Surface sound hit debug
Merge branch 'master' of sbox
Added a third texture bundle due to the 4GB asset bundle limit (there's always a chance this breaks something, so will need testing)
Added SavasIsland_traintunnels as a fast-to-load train tunnel test scene with a fully setup terrain (ignore the floating tunnel entrances / floating grass around tunnel entrances)
Fixed shaders/gentxtfiles.cmd
Fix train_track_3x9 spline
Remove garbage gen in CheckAssignCollider
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Concert collision contacts loop to be garbage-free
Pookie bear deploy guide update
Speed up shared spline data regen. Ordering changed, so spline prefab indices updated
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Let manifest builds regenerate world splines
Split hotloading tests up
Even safer cache check for delegate substitutions
Replace delegates with null if we can't find a valid substitution
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Revert accidental changes to deployable elevator
Another failing delegate hotload test case
Fixed possible NRE in FindMatchingLambdaMethod
S2P tunnel entrance, run some more DoPrepare
Fixes missing top elevator at tunnel entrance
More robust solution for cached lambda types in hotload
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Fixed captured lambda values sometimes not being copied in hotload
roadsign gloves skinnable
Navmesh pathing WIP
Merge branch 'master' of sbox
Fix up remaining broken citizen props