249,237 Commits over 3,959 Days - 2.62cph!
card_break_f
card_break_g
Revert the Network visibility grid changes to allow proper layered network grids
Map objects grab scale from "scales" keyvalue
fix card init
card_break_b, some fixes
card_break_c
redo card break b/c
card_break_d
card_break_e
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Leaderboard backup, run #
12796
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Merge from elevator_vehicle_parent
Added trike to office lift allowed list
Updated office_ceiling_light_a prefabs to include new mesh. Added new materials and textures. Let there be light!
Don't need to change ext here, it's done in CreateWorld
updated, created and added AO for the following models:
AK47u (two materials missing AO)
Bone Knife
Cleaver Big
Double Shotgun
Eoka Pistol
F1 Grenade
Flamethrower
Hacksaw
Sickle
Hammer
Hatchet
M249
Mace
Machete
Nailgun
Paddle
Pickaxe
Pipe Shotgun
Salvaged Axe
Salvaged Hammer
Salvaged Ice Pick
Spas 12
Stone Spear
Sword
Sword Big
Thompson
Toolgun
Torch
Wooden Spear
Weapon Module - Flashlight
Weapon Module - Holosight
Weapon Module - Muzzleboost
Weapon Module - Lasersight
Weapon Module - Muzzlebrake
Weapon Module - Silencers
Weapon Module - Small Scope
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Add support for number pairs in `aspect-ratio`. Can supply as `16/9`, `4:3` or `2 1`. Resolves Facepunch/sbox-issues#5975
Boomerang Material Update
Fix Save All Scenes only saving the current scene
Fix little mistake in FindInPhysics
added shoals to junkpile_water prefabs
Added Click and Drag to move tiles in Tileset Editor
https://files.facepunch.com/CarsonKompon/2024/July/28_16-49-VibrantIvorybilledwoodpecker.mp4
Fix Component.Destroy CallBacth error
Component.Task returns a cancelled TaskSource if no GameObject
Update sentry sdk from 0.5.2 to 0.7.7, build targeting lowest windows 8
Added Vector2Int * Vector2Int operator since I forgot it
Leaderboard backup, run #
12787
Reorganize structure. Fix up. Recompile shader 1
Fix pointer events - disable guassian blur shader for heatmap for now its broken
Fixed scrolling
Fix divide by zero error when dragging sprite with single frame in first animation
Support TileSize of non-square size. Draw grid accordingly.
Push the example assets for now since old ones are ancient
Add Gizmo.Draw.Grid(GridAxis, Vector2) to draw a grid of non-square size
Make LobbyCards look different from PackageCards so it's a bit more obvious that they are lobbies and not the games themselves.
v_spaghellim4: new animations & base animgraph
Fix divide by zero error when dragging sprite with single frame in first animation
Revert "send timesince relative as score"
This reverts commit de75c3de691e3d2dabcd512a01e35b3ded3b0206.
Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end
Fix NRE in LibraryDetail
Fix NRE in EnumControlWidget
More missing dependancy diagnostics
Reset error report counters between games
Better fingerprinting
Error report unit test
Diagnose startup problems by testing individual assemblies before launching
Allow traces to ignore static/dynamic/keyframed bodies
Report native library not loading as a special exception
SystemInfo has StorageSizeAvailable, StorageSizeTotal
Rename ErrorReports to NativeErrorReporter to create a distinction
Load version info as soon as possible
Move error reporting out of Bootstrap
Catch startup errors
Remove max thread count from pooled dynamic vb/ib, fixing crash when used from too many threads (.net threads with unreliable ids)