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Update library template
Update library template
Cleanup
Merge from fix_hidesightmeshes_nre
Merge from ScientistEyeCheck
Merge from viewmodelrenderers
Merge from arrowhead_fixes
Merge from cargo_ship_container_lod_fix
Reapply bradley_scientists_changes
Merge from powerlines monuments prefab rebuild
Merge from junkyard_crane_col_fix
Merge from fix_triangle_foundations_offset
Merge from analytics_load_times
Merge from fix_f8_menu_author_stripped
Merge from StickyPhysicsFix
PatrolHelicopterAI serialization fix (cc Ian)
Leaderboard backup, run #
11322
Another kinematic rigidbody velocity fix
Use Continuous Speculative on scrap heli as well (was Discrete)
Test out this iterator safe workset collection, this probably has some fancy standard name
Switched all boats and helicopters that used Continuous collision types to use Continuous Speculative collision instead of Continuous/Continuous Dynamic
Revert to the earlier, simpler HarborAudioFix
Fix `server.tags` convar not working with `pve` tag
Reapply helicopter changes from
71402,
71406,
71415
Fixes mini and scrap helis falling into the ocean when flying to another zone
Switch `Vis.Entities()` to iterate through `List<MLRSRocket>`
Move `AddTargetSet()` from local method to private method
Reduce random variance of `TargetScan()`
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Prevent Tesla Coils and Igniter from self-destructing, they are now disabled when they reach <10% of their max health
https://files.facepunch.com/Flavien/jkXjJPRaeI8BdNez.mp4
fixing a few texturing and transform errors
better naming convention, skinny pieces, reorganization
big scene cleanup, recentred, scaled and positioned every drop, added mannequins to all clothing items, added some new mannequins for under hoodie and armour
Merge patrol helicopter improvements. Including monument crashing, and zone fixes.
Merged death clipping fix
Small fixes.
Ready to merge.
Replaced junkyard crane prefab with the new mesh
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes
New update mode, iterating over components with IWants interfaces
Sandbox.Game convars work in editor again
Run legacy game loop on older assemblies
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it
Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Check Component.IsValid() just in case they've been immediately deleted
Add mutex on read/writing m_CulledLights, guarantees it won't be overwritten twice while doing a callback before finishing rendering next frame or would write while allocating lights
merge from electricity_power_fixes/2/doorcontroller
Fix baked fog on scenes, only enable volumetric fog if there are any fog volumes in scene
https://files.facepunch.com/sampavlovic/1b2511b1/image%20%289%29.png
Added host_workshop_autoupdate (defaults to 1)
Set to 0 to disable dedicated server workshop auto updates.
Ignore \n and \t in player names
Remove white background from server browser filters/sort
Strip certain unicode character groups from server & gamemode names
It's mostly the obnoxious blocks
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Field of view programmatic adjustments, force two-handedness for viewmodels, weapon function tags