223,523 Commits over 3,684 Days - 2.53cph!
Touch this so it gets re-generated
Ignore InputManifestTemplate.cs
ClearActions shouldn't release the actions, Added ReleaseActions
Citizen/clothing: updated cargo pants to the new rig & reskinned them
Tweak zombie's collision radius
Trace LoS
Created a player torso shaped mesh collider
Get rid of unwalkable islands
PlayerCorpse remove buoyancy stuff (shouldn't be needed once ragdoll directly connects to corpse)
Animal ragdolls on my test map
Fixed sharp ragdoll empty buoyancy point
Prevent duplicate dialogs
Give menu elements a zindex
Common duty logic
Change perimeter patrol spawn point
Use a generic entity for duty spawns
Add water run's duty logic & dialog
Test map edit ready for ragdoll rewrite testing
Update two prefabs that had gained imposter trees since the last merge
Update S2P on some monuments that couldn't merge
Quarry deployable changes
Merge Main -> PhysicsLayerRevamp
Fixed Input.ClearActions not clearing correctly, now clear when summoning the escape menu
Resolves sboxgame/issues/issues/3166
Include steamid & username for errors on client, ip address for server
Update codegen for uid inspection to use the builtin ID types instead of extensions on every field
Don't report HttpExceptions
Topside adjustments for the new cabin interior.
S2P
Flesh out duties, from acquiring to completion and turning it in
Duty log shows all duties colored by state
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Fixed bad positioning on the distance flare.
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Store FullIdent in PackageIndex
Add a tag for packages that have non-generated thumbs
PackageFindAsync can take a steamid, return recently played
Add ListPackages api
Game home test
merge from app_cctv_improvements
More aggressive contact hardening
Compile optimized shaders
merge from nuclear_missile_silo
Fix team leader's map markers disappearing if they are offline+dead
Fix map markers disappearing in Rust+ when you or the team leader is offline+dead
Force special case for water cubemap blending for now
Initial above ground setup
Made `Input.SetAction( InputAction, bool )` internal, add `Input.SetAction( string, bool )` and `Input.Clear( string )`
Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2
More assembly / package reference strictness
Made generic method resolving / comparing stricter
We need to re-resolve all member references in fast-hotloaded methods
This fixes references to types from fast-hotloaded referenced assemblies
More precise logic when deciding if a referencing assembly can be fast-hotloaded
Some adjustments for contact hardening and compiled shaders
Recompiled all assets
Switch to input actions
Set up CCTV menu to allow a different crosshair for cameras that aren't autoturrets