257,713 Commits over 4,049 Days - 2.65cph!
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Fixed life ring LOD position
Fixed floating lamp
Added speakers to fishing village shop music positions
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Better Orbit camera for DAdjustableModelPanel
Playback rate for Icon editor
Added the new point_viewcontrol stuff to the .fgd
Implemented Rotation.From( Angles )
Cleaned up Angles struct
Added Entity.Velocity
Bind AbsVelocity/AbsOrigin
Fixed movement not interpolating
point_viewcontrol features from CSGO: SetTarget/SetTargetAttachment/ReturnToEyes/TeleportToView/SetTrackSpeed/SetPath inputs, "fov" "trackspeed "fov_rate" keyvalues, Set FOV spawnflag
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Avoid kicks for "Connection rejected by game"
Crash with a nicer message on maps that have (purposefully) corrupted first lump
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Added SteamNetworkingSockets.Identity
Added SteamNetworkingSockets.ConnectRelay overload that takes an IConnectionManager
Fixed up visuals of DNumberScratch and fixed hover state of DSlider's draggable knob.
Fixed LOD display on seat module
Commit com.unity.test-framework back to 1.1.1. Looks like 1.1.3 was an accidental commit in
53968.
Raise top reactive target IO a little
Raise top reactive target IO a little
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Reinstate
53468 (ProjectilesThroughVehicles) and
53754 (wounded player collider adjustment) in this branch.
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Line up Reactive Target IO with its new model
Switch Reactive Target to Electrical item category
Update discord channel names
Merge pull request #4654 from viral32111/master
Update discord channel names
Merge from Main -> Vehicles
Substance Designer and Gaea terrain work refactor progress
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Added SteamNetworkingUtils.AllowWithoutAuth
Updated InteropGen to use net5.0
Fixed Console not compiling
Remove unused binds
Switched Time class to use engine time
Update Rotation.cs
stripped usercmd.aimDirection
Player/Entity binds
CBasePlayer call ServerSimulate
C_BasePlayer call ClientSimulate
Player.Simulate
Entity.Pos uses Get/SetLocalOrigin
Bind SetPreviouslyPredictedOrigin
Basic predicted movement moved to managed
DepthLevels now defined in json
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Update icons + translations
Update icons + translations
Interop: Managed class pointer inheritence
Pass type with managed pointer
NativePointer can cast properly
Added Sandbox.Log
Native side can dynamic cast managed classes
Generated code cleanup
Throw an error on unknown type
Undo scriptname load changes, causes issues for mods
env_projectedtexture shadows can now be turned on while the projected texture is on
updated storage monitor decs
Increase cockpit glass render queue position from 3000 to 3051, to get it in front of smoke grenades which are on 3050. Stops grenade smoke from appearing in front of cracks in the glass.
Updated GameTip so long game tips are not on 6 new lines
More descriptive error messages when Msg* functions fail to call tostring()