243,191 Commits over 3,898 Days - 2.60cph!
Check if sequence contains elements
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Added relaxed cone map generator
Make sure all izabu changes are wrapped with SBOX define
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Stop stomping saved game dock location, Facepunch/sbox-issues#5845
Fix some readonly property controls throwing during ctor not appearing at all
Just disable b3 asserts, i can enable them when needed
Fix enemies always being in the aggro state
Play hurt sound on damage, update prefabs accordingly
Added Death Sound + Updated prefabs accordingly
Angle affected by weapon recoil
Tone down the screenshake
Don't enable these asserts in retail (hopefully)
Redo footsteps to not be event based [for now]
Don't count unassigned players in player count for hiding team avatars
Crosshair friendly cross inherits same visibility as elements
Fixed crazy mouse acceleration values completely breaking player view
Also limited some of the cvars to sane values, m_customaccel_max and m_customaccel_exponent specifically
Added ficool2's VRAD ambient occlusion implementation
Adds the following new parameters:
-aofacesamples
-aopropsamples
-aoNoSquare
See vrad.exe help for defaults/explanations
Fix errors with singular static prop causing VRAD to bail for all remaining
Unhide sv_stressbots and make it a cheat
Reduce max allowed voice packets per frame to 48 (from 64)
Remove TeamComponent, Spottable looks for an eligible component instead of syncing a property
Culling volume tests for lighting purposes.
Fix UpdateDead NRE
Fixed DroppedWeapon error
Possible that this is null
Balance.razor error fixes
Don't reset armor / helmet if we were alive on respawn
Fix potential crash when getting triangle material
Update Sprite Tools
Update Sprite Tools (Again)
Add SpittingEnemy which fires a projectile after set time
Prevent Player velocity from drifting away
Fix LogPlayers logging wrong pawn
Halve HE and flashbang fuse times
Merge from main/wallpaper
Removing ItemDefinition label from wallpaper.entity.prefab.meta
Don't include DamageTracker.Registry in snapshots
It can't be serialized
Don't allow zero density on shapes
Disallow throwing/melee when frozen
Fix GlobalComponents not being re-created if old inst is destroyed
Fixes #177
Don't save contact in touch event, unsafe to keep around by the time events are processed, just save the hit data
Integrate all new wolf gaits with correct speeds
Add PlayerStateCleanupTime to bomb defusal
Allow people to reclaim their PlayerStates
Fix game view geometry/visibility not updating and annoyingly intercepting input, selection etc
Queue Broadcast Events so they can be run on the main thread to prevent code being unknowingly run on another thread
Refactored the wire deployment code
Can now press E to arm the trap, if not armed already
Fix bomb defusal early victory
Reduce max rounds in bomb defusal to 24
WIP barriers
Working mem. barriers for CS - need to add generic functions
Update wolf turn root motion, fix root motion extractor breaking references, have root motion extractor run automatically one animations with names ending in _rm
Give attach points proper rotations when flipped, respecting origin
Flip attach points when sprite is flipped
Don't update attachments in SpriteAnimationSystem, only do it when necessary
Double elevator max floor limit
Prepare notification for touch persists