123,984 Commits over 4,171 Days - 1.24cph!
Added "Use Cache" button back to server browser
Server queries get disposed properly and cancelled when a new one is launched
Scarecrows respect ConVar.Halloween.scarecrow_throw_beancan_global_delay.
merge from horse_lootpanel_fix
Set Scarecrow family correctly so beancans resepect ConVar.Halloween.scarecrow_beancan_vs_player_dmg_modifier
Replicated original erratic scarecrow movement
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Card backings for the monitor UI
merge from scrapheli_safezone_fix
Fixed combiner not deploying
Conveyors will now skip containers that have no valid items, allowing combiners to work as expected
Very basic first pass on more interesting pipe rendering, just using a cube at the line points and using a proper cyulinder instead of a line renderer
Show the dealer's cards on the monitor. Fix server-side errors.
Card spacing code (dealer)
Small secret blackjack Halloween mode for players to discover next year
General blackjack face stuff + other UI stuff
Added some temporary icons for industrial entities
Added an events volume audio slider, affects audio from HalloweenHunt, EggHunt and XmasRefill
Don't show IO information in inventory for strobe light and fog machine
Added a toggle electrical input to the fog machine
Added a toggle electrical input for strobe lights
Fixed errors when merging
Scanlines and dirt for the blackjack monitor UI
Merge from main -> cached_server_browser
CustomEntityRenderer works with building blocks and renders in chunks of 1,000
Consolidated surface masks into one
More throwing wip.
Custom chase and attack states.
steamnagleflush true by default
Added steamnagleflush convar to enable flushing queued packets at the end of every frame (can eliminate up to 5ms of packet delay under specific circumstances)
Initial basic thrown weapon support for NPCPlayer
Re-implemented body damage reduction for scarecrows (ConVar.Halloween.scarecrow_body_dmg_modifier)
Prevent new idles from playing while the layer weight is 0
Rework idle controller, move idle fidgets to a new layer that gets lerped in/out while the idle state is active
Bypasses some awkward transitions
A green light for the CRT
Renamed some entities
Added an electrical passthrough to the conveyor, there's probably going to be a lot of these
Visual tick rate thing that I'm probably not actually going to use. Committing this so I can go back if I regret deleting it
Merge from invoke_performance
Added InstancedEntityRenderer to render entities without gameobjects
Send reduced information about building blocks to the client and track in custom network manager
Show some of the monitor background texture through the UI in the best way we can (canvas blending options suck)
Fixed EntCount and AuthCount not working on sleeping players
Added no-game and between-round layouts for the small monitors
Added a between-rounds screen layout for the main monitor. Removed unused Has21 method.