242,997 Commits over 3,867 Days - 2.62cph!
Some more bad epsilons
Debug tweaks
Further optimize navmesh drawing
Determine major Key Names from NativeKeyCode before anything else. Fixes non-english keyboard layouts (Facepunch/sbox-issues#6044)
Unset light index mapping uses blank light constants to kill off the light
Reset stock back to 10
Removed excess logs
Attempted travelling vendor 'Advance Path NRE' patch
added BaseEntity query that properly checks radius against the entity obbs
- existing uses replaced with GetInSphereFast version that don't do the finer check
Update Shortcuts to use the new Editor Keybinds system
Optimize navmesh debug view
Added shortcut for pause (CTRL+F5)
player update. added y transform offset to swim N anim to match the height of the treadwater anims
Allow merge at start or end of split edge
We should be testing min denominator here to avoid NaN
Allow ignoring edge style in DebugDump.Bevel
populated playerAnimation.controller with latest 3p anims
Some refactor, try to branch out with convar where possible
merge from swap_keycard_fix
Complete client navmesh drawing
Put Create News Post at the top
News style tweaks
Fix video uploads
ModelDialog footer button gap
Position section edit buttons where we can find them
Add autoplay to video block
Fix page stretching
Make it possible for admins to see the navmesh
Don't use Shortcut as type "Window" when forcing Shortcut . Fixes F5 not being called when game view is in focus.
divesite container update
Integrated unique environments into World Setup stack
Adjusted min altitude for inland place cliff components to -100m
merge from unique environments to cliffs
Be a bit more explicit with CTRL+C/V/X so other shortcuts work.
ue_oasis_c build and level prep
Don't send Ctrl+C/V/X shortcuts when in a text field (since you probably only wanna do that in the text field). Resolves Facepunch/sbox-issues#6057
Branch for experimenting and fucking around with networking w/ diagnostics
Test trying to reduce packet sizes a lot
Only do parent rpc if we're network root
Change order here
Go back to reliable test
Test
Reduce initial size
Test unreliable again
Unreliable transform updates test
Prevent calling Msg_ClearInterpolation for ourselves
Fix
drop older updates
Fix
Remove this log
When flushing pending updates before RPC calls - send reliable transform update
Move net stats drawing out into system
Only flush pending updates on reliable RPCs
Some docs
Don't call set parent if we called the rpc
Call these flags Transmission maybe
Potential SwapKeycard.UpdateAccessLevel fix
Name the decal/particles/prefab objects that weapons create
Don't stomp the default saturation
Call these flags Transmission maybe
Don't call set parent if we called the rpc
Compile fix following merge
barnacle_tiling_orange variant
Better rotation and demolish blocked errors
Grade upgrade message order
Make frame selection behaviour more consistent
Optim: Don't wait full timeout for CompanionServer if it's done
Tests now run 2.5s instead of 12s.
Tests: Ran all tests multiple times - all green
Plaster added to jungle ruins
Update: Adding last tests to CompanionServerTests
One of them, TestNexusAuth, doesn't do deep testing since it requires setup of NexusServer, which is incompatible because of DontDestroyOnLoad.
Tests: Ran all unit tests multiple times - all green
Pretty up shortcut hints a bit
Add more context menu shortcut hints
Make TreeView item renaming more explicit, share same rebindable shortcut
Don't need two copies of Pooled<T>
Include SDF data in dump
Fix parsing edge loops from dump
Only flush pending updates on reliable RPCs
Fix shortcuts like Ctrl+Z in ActionGraph
@CarsonKompon let me know if this isn't the right solution here