248,607 Commits over 3,928 Days - 2.64cph!
Loading screen displays "gamemode title" and not the folder name if it's installed locally
Spawnicon properly initializes self.OverlayFade, and doesn't spawn errors when mods override its PANEL.Paint
New compound with properly linked prefabs.
Use prediction rules when broadcasting rpcs
Only UsePredictionRules if GetPredictionPlayer exists
Cleanup
Added IBaseInventory
Added BaseInventory (in addon code)
Added BasePlayer.TickActiveChild
Added Entity.IsActiveChild()
IBaseInventory takes care of dropping, picking up
Update Viewmodel Positions in Gamemode's PostCameraSetup
sbox_game tier0
Stop thread console spew on startup
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Use TextBlock for TextBlock
Fix Filesystem.FindFile needing initial slash
Moving these fonts to addons
Custom font support
font-family cascades properly
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Added an exporter modal to record and export footage
Refactor fov handling
Move all controls to top bar
Move camera switching to top bar dropdown
Update track collation description
Attempting to break out the shared components of the world splines, so that shared spline data can be saved per prefab instead of per spline instance. Not using true shared data yet, but shared vs. not shared and local vs. world are now split out
Fixed profiler error
Optimized Pxc_Animation.SetFrame
Use BaseSettings for the top bar of settings
Allow switching between free cam and first person
Add connecthidden as an alias of the connect command which does not echo the server's address
More detailed profiling in Switch release builds
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Fixed reference not getting assigned in baker output.
Better argument type checking for Compile/RunString(Ex)
Display a nicer message when the above functions are trying to run bytecode
Replaced the wiki link in the "Calling net.Start with unpooled message name!" error with "(Did you forget to call util.AddNetworkString serverside?)"
Turns out for clientside entities to animate the graph nodes need to all be set to ClientSimulate
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Hammer: Disallowed object groups (CMapGroup) to be hidden by the visgroup system - the objects themselves are hidden not the CMapGroup. Fixes "orphaned objects" warning
Hammer: Adjusted visgroup validation to allow solids be a child of a object group regardless of format version. Prevents those solids on old .vmfs from losing their visgroup.
Hammer: Added HammerID to the "solid with X faces" and "group of X objects" descriptions for easier distinguishing/debugging
fixed LOD on armored module
WIP particle test on shredder
WIP camper module blockout
Extended train_tunnel_stop_b to 72 meters
snowball gun improvements
Removed debug
Buffer active child setting so we can get reliable callbacks
Replace old broken viewmodel code with new broken viewmodel code
neon signs require less power
improved sled recycled yield
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Updated file loading routines.
css cursor: pointer etc works
IMenuSystem cleaning
Compile notifications
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Added Sled to medium gift loot table
Stylesheet parsing errors show file and line
left, right, top, bottom transition
background obeys opacity
Fixed DevUI - exception notification