243,079 Commits over 3,898 Days - 2.60cph!
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merge from fix_floor_debris
Increase animal ground pos distance check range
Enabled snapping on all neon signs
Slightly reduced the bounds of the large versions to make sure they can be aligned without any gaps
merge from electricity_power_fixes/2
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merge from ping_estimate_cleanup
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merge from vis_entities_duplicates
merge from cargo_junkpile_fix
cherrypicking wr_minigun_reload_fix
Fixed Sound Light guide mesh position mismatch
Enabled snapping on CCTV cameras
player update. bolt rifle anim set edits and holster position edited
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Latest changes to scene and materials
Render stats analytics, so we can work out whether our optimizations are working
Stats properly count shadowed lights again, add shadow map count too
Expose scenesystem stats to c#
Main stats we want
fully greyboxed storage warehouse and storage building large
Put edge smoothing data in a new data stream to avoid old data not being able to load
Leaderboard backup, run #
10996
Use buttons for edge smoothing like hammer, enum doesn't have multi edit support yet
Add smoothing angle to mesh component
Edges can be hard, soft or default, smoothing angles are used for default
Add debris spawn points to floor prefabs (triangle, square, floor frames)
Support spawning multiple debris objects for floors (one on each side)
Smooth vertex normals based on edge smoothing
Possibly fixed editor based player inventory loadouts not getting included in builds (now derives from BaseScriptableObject which should get picked up in our asset bundle builds)
Switch using GetConnectionsWithin in IndustrialConveyor ReceiveItemTransferDetails RPC to a new GetCloseConnections method that iterates over the subscribers of the local network group instead of all of the players on the server
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Added root bones to playing cards viewmodel, fixes viewmodel renderer not working
Set up EffectParents for UI elements
Toolgun viewmodel now uses viewmodel camera, UI is setup as an effect parent
Update Cache process on vms_missing_renderer_scripts to automatically consider any materials using the hair shader as a transparent pass
Fixed dying during harvest mission objectives in the tutorial resulting in pings appearing for completed objectives after respawning
Change default value of BasePlayer.filterSpectateMapTeamID to -1 so it shows the team of the currently spectated player by default (setting this value to 0 will show all teams if global.toggleSpectateTeamInfo is true, not usually useful on live servers)
Fixed shotgun traps going off once if an authed player was in front of them when a TC is reskinned
Fix CreateEditorFor throwing for array on some types, should be using EditorTypeLibrary
Simple edge bridge, connect a face from two open edges of the same mesh https://files.facepunch.com/layla/1b1111b1/sbox-dev_zqhIWcX3As.mp4
initial 3p setup, rigged worldmodel, set up override controller and entity prefab
center pivots on track models
Merge branch 'main' of sbox-unicycle-frenzy
blockin models for a track tileset
Added FaceTargetChaseDistance to BaseNavigator.
Added random point functionality.
Test chase behaviour change.
AI design changes.
Fixed piece of shit water system returning incorrect trace hit position when underwater, causing incorrect water hits while inside water carving volumes
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