224,813 Commits over 3,714 Days - 2.52cph!
Console command to directly switch to a gamemode+map
Don't spawn as barrel when testing with 1 player on server
Replicate round num and add to hud
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fix server end game not disconnecting clients, remove double error message when losing connection
Add players needed convar, increase default round time to 120 seconds
Add round timer hud, broadcast round starting
Decode URI paths before handling asset requests
Same file ext -> mime type behaviour as awesomium imp for asset requests
Add assets to barrel gamemode so nothing needs to be mounted (for playtest)
disconnected pixels are separated into multiple chunks if they arent connected to eachother
filling brake flipped correctly
brakes affect movespeed
touching a pixel doesnt kill you immediately
mostly failed attempts to solve some collision issues
fix unit scale
player gun disabled while touching pixels
merge
Dice game playermodel, fix a couple other issues with dice game, fix voice chat
tweaked chainsaw position when attacking
Refactor a heap of ship of stuff, Minnow is now expandable
Finishing setting up the 3 of the crafted cloth tiers, stats & placeholder look.
Fix the math for model origin
Grinding through items WIP
added news events and notifcations
news tab now shows notification highlight icon when new news items are posted
Audio options show value as %
Cleaned up some Form.Bind stuff
Tweaks to be slightly less annoying
Removed InControl, working on eliminating usages
Purged all InControl stuff
Revert "2018.1.0b6"
This reverts commit cfa4eb1562f3417cf89a5d07f08854b6eeec8fcd.
Revert "Lets try b5"
This reverts commit 5ca99480a4fdab84635d1d1f627f37aa609cccfa.
Revert "Lets try building with b4"
This reverts commit f94454ae78b1d643707ed3ae88feb6cbb0e5c276.
Removed BoneFollower (improved performance, better foundation for future features)
When creating world objects of projectiles, set their position / parenting before sending out the network update (this may fix all sorts of oddities)
Network++
Fixed probex errors when switching server
Lets try building with b4
DeterministicMovement fixes
Wheel Door example
Add Color.Hex. Add team name colors to chatbox.
Fixed probex on standalone build
Restored water probex reflections
Fixed not being able to pick up anything
Oaks / photoscanned bark / prefab settings / additional LOD levels / tundra variants
Removed GetEstimatedWorldPosition & GetEstimatedWorldRotation from entities (no longer does anything, access transforms instead)
Switched birch tree render lod scripts to tree lod
Buttons line of sight test
Added button ResetTime
Added Carry.CanPickUp
Fucking about with doors for 2 hours