240,903 Commits over 3,867 Days - 2.60cph!
Fixed IP blacklist
Clamped pp_stereoscopy_size to reasonable values
Better main menu background error handing
Fixed alpha related issues with DColorMixer
DNumberWang.OnValueChanged only runs if value actually changed
Let anim SENTs decide their rendergroup automagically
Improved random walk for npc_tf2_ghost
If people copy, at least copy something decent
Thruster smoke effect fixes
Only display CSS models for Thrusters if CSS is mounted
What are those models even doing here?
Limit pp_stereoscopy_size to +-11.5
Fixed manually entering alpha value for tool color selection not updating the UI
Fixed up/down buttons for alpha on tool color selection not functioning
DNumberWang.OnValueChanged is now only called when the value actually changed
Fixed prop fading not fading but instantly hiding props
Fixed prop fading breaking/being affected by water/mirror reflections
Fixed controller vibration persisting on victory screen
Player.SetActiveWeapon( NULL ) now hides the view model as expected
Player.SetActiveWeapon( NULL ) no longer causes next selected weapon to be force-lowered
Player.PickupObject now force drops the given object before trying to pick it back up, so the object doesn't get stuck in an invalid state
Fixed issue with matrix calculations
Blog 16by9 video wrapper
BUILD
Another attempt to stop Trigger NRE's on water volumes
Fixed calling wrong OnLayoutTraverse (fixes text selection, caret)
Revert "Upload debug branch before default branch (as requested by Alistair)"
This reverts commit 18b0415f2e1e3c998a5010a4c7d1cbcc5f259566.
Fixed passing commands to engine not quoted properly
Strip engine chat shit
Can close old console instances with middle click
Toggle error/warning/info in console
Show session length
Finished off shader, tidy up
Merge from corpse_floating2
Make sure corpse joint exists
Hopefully fixed NRE when exiting pool after a player had died in the pool
Move the water volume clipping plane down slightly on the above ground pool
Camera overlay asset update so they scale a bit nicer
Another attempt at fixing corpse floating
merge from summer_dlc (only description updates)
Merge from underwear_swap_fix
Move Sandbox.UI inside Sandbox.Engine
Bind panel.MoveChildAfter, panel.MoveChildBefore
Added IUIPanel.SetChildIndex
Added Panel.SetFirstSibling(), Panel.SetLastSibling()
Added Panel.GetIndex, Panel.SetIndex
merge from main, fix proto conflicts from underwear, rebuild proto.
Add underwear names to game manifest string pool
fix json error
misc tweaks
Merge branch 'master' of SpaceUsurperUnity
barrage experiment etc
powerups have some magnetism, orb balance, etc
implode pixel debris goes away from core now
pixel flashing on orb core hit
Added Panel.IsTransparent
Layer.Tick
m_pWindows isn't used
Added Panel.IsTransparentInHierarchy
Added Panel.Blur
If focused element is transparent in hierachy, blur it
removing unused roof ceiling meshes
Simplified roof models (2 meshes > 1 mesh)
Updated roof.****.full prefabs accordingly
Buoyancy components that are marked as client-side will now actually float on the client
Enabled client-side buoyancy on the player ragdoll
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