138,420 Commits over 4,474 Days - 1.29cph!
Update: make ItemBlueprint.FindBlueprint MT friendly
GetComponent is not thread safe, so caching item->blueprint pairs at init time
Tests: setup TC, made sure it has right upkeep calculated
Added snapping to the keybinds menu
Added a dedicated realmed bind for snapping, used by the wire tool and deployable snapping
Fixed autorun causing issues with wire tools
First pass on adding events to cover apartment and shop usage
Fix for Tooltip references breaking on Jenkins builds
Fixed no domain reload editor topbar button disappearing constantly
merge from defaultbinds_fix
Fixed bind_default not being bind realms aware (fixes +prevskin and +nextskin not bound by default)
Added some visual electric cables in airfield tower to display current flow to fuseboxes, computers
airfield S2P
Added information sign in airfield tower to explain the computers drop logic
set up material randomiser for spray
Hooked up testing patrol path
Update walk states
Dolly edit context menus, clean up transitions, a bunch of ux improvements
New LIvestockAnimal class, Cow now derives from that
Merge from skin_randomiser
Added support for builtin skins to have a random selection of materials
Exposed as MaterialRandomSet, stores an array of material arrays
Randomised based on world position so it should consistent between clients
Add gradients for rust utk, add them to timeline/options panel
Merge from attachment_fx_fix
Refactor ItemModSound to apply it's sounds client side based on UI drag/drop as opposed to after the fact on the server side
Fixes attachment equip/unequip sounds being audible by other players - no other item movement logic in the inventory causes sounds like this
Also saves a message being sent from the server every time an attachment is equipped so a mild bandwidth improvement as well
Fix puppets not compiling in client-only mode
merge from shield on back
Turn shield on back into a bind
merge from shield_on_back
...don't allow for toggling it too quickly.
Add `client.shieldonback` setting to keep your shield always on your back rather than taking it out.
Merge from bag_compass_marker
Add the option to display a sleeping bag/bed/etc on the compass
Only one can be shown on the compass at once, can be toggled by looking at the bag (not via the map)
Increased stack size 10 > 20
Disable gestures on roundabouts/swings
Pool: fix the cue not sitting properly in 3p (right hand) (again)
Fixed loadout not refreshing correctly when deleted/created by another admin when the f1 menu is closed
Add decal related safeguard
* Some people apparently crash there sometimes? Don't know how, so this is the best I can do for now
Enforce NOLOD and NOMIP for .vtf files without mipmaps
Minor cleanups
Fixed complains about LuaParticles refcount
Minor compile warning fixes
merge from steaminventory_nre_fix
Fixed Steamworks.SteamInventory.GetAllItems NRE
Steam inventory screen fails gracefully when Steam is not reachable
merge from demofolder_macos_fix
Add UV1 channel to the 100x450 barrels blocker for use with a new beveled rubble detail normal, to reduce low poly look on the rocks
remove SyncVar checking against Vector3 zero, breaks coming into network range
merge from hackweek_sv_pie_menu
Added pie test commands (`pietest`), closing callback to ContextMenuUI
Updated CommunityEntity.OpenPie to use disposed pooling