243,788 Commits over 3,898 Days - 2.61cph!
Delete old door
Model .metas
Fixed util.IsBinaryModuleInstalled using the wrong FS path (#2057)
Fixed SaveRestore.ClearMapEntities not setting IsDestroyed on entities that haven't spawned, causing issues downstream and bypassing my previous static elevator fix
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Further navmesh performance improvements
Also added VPROF counters to some of the expensive functions
Reset surface.SetMaterial material reference without destroying the texID
Fixed performance degradation with sql library
Fixed Problem count not being visible if problems are fired before the menu is created
Multitude of crash fixes with infinities
Mostly ragdoll stuff, but also the animation system
Minor clean ups
Prevent models going invisible when cycle somehow becomes infinity
Opium asset party uploads: Decals, Plaster hit impact plaster meshes
Further navmesh performance improvements
Also added VPROF counters to some of the expensive functions
Reset surface.SetMaterial material reference without destroying the texID
Fixed performance degradation with sql library
Fixed Problem count not being visible if problems are fired before the menu is created
Multitude of crash fixes with infinities
Mostly ragdoll stuff, but also the animation system
Minor clean ups
Prevent models going invisible when cycle somehow becomes infinity
Redo branch in a less conflicting way
- Allow `sourceConnection` to be passed into RPC but don't send it
Merge from metal_detector
Added "Retro" material art style
player update. longsword held and holster positions edited
Add memory profiler package to the main branch (instead of adding it to local branch every time we want to use it)
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player update. diver pickaxe holding and holster positions set up
Subtitle text override for general items
Node.SetParameters() helper
Support Either<> in HasImplicitConversion extension methods
Custom Icons for general store
A few more ratings
News cleanup
player update. exported/setup boneclub anim set and made holdtype override controller for it
Add a name field to takeovers so they're easier to find in the inspector
Remove unused UIBackgroundBlur
Made Enqueuing of analytics data points threadsafe
merge from optimize_baseoven_itemmod
Allow overriding the icon images for items in the general tab of the item store
Fixed and improved item 3d render supersampling AA
merge from analytics_modified_convars
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merge from full_server_demos
Added Updated Minigun Textures
Updated Minigun Materials
Fixed [Sync] vars on private properties in base classes not being registered. What a strange one! Fixes Facepunch/sbox-issues#4916
Fix remaining visual issues on overlays, renable masks
Brutalist church progress
Determine fate of network objects when owner disconnects (#1463)
* Can specify what happens to a network object when owner disconnects - don't love the naming
* Unused usings
* Some cleanup
* DisconnectAction -> NetworkOrphaned. Same terms everywhere else. Add NetworkOrphaned.Random - randomly assign owner when owner disconnects - route this through the host though
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Don't cascade routeData, it causes a buttload of problems. Use the reflection hacks in BaseLayout instead.
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Design tweaks
Store cart styling updates
player update cassette recorder enitity updated
Fix NRE when trying to access Game.Overlay stuff without a modal system