243,547 Commits over 3,898 Days - 2.60cph!
m9 bayonet texture updates
set dressing progress backup
Reduced bike passenger view range by 10 degrees each way. Reduces horrifying body twist.
viewmodel handcuffs - setup viewmodel renderer script
Remove transition times on cuffs VM deploy state animations to fix visual state bug
Fix minimap/bombsite labels
Move PlayerColor to PlayerState (Closes Facepunch/sbox-hc1#148)
blunderbus admire animation edited
Update Facepunch.ActionGraphs
* Optimization when cloning
* Nicer error messages with invalid pure methods (Facepunch/sbox-issues#5743)
radhouse apartments and radiator collision fix
Moved play area overlay panel so it's not in front of the crosshair
Cash grab can support 10v10
Added new remove hood and cuffs radial icons
Update particle_rock_burst.prefab
Update particle_bug_splat.prefab
Fixed bikes drifting slowly when idle and awake
m9 bayonet world model and lods
https://sbox.game/facepunch/w_m9bayonet
Add basic support for using right CTRL/SHIFT keys for input actions, I didn't include RALT because my keyboard doesn't seem to work with it (resolves Facepunch/sbox-issues#5506)
ByteStream Rewrite (#1610)
* Added failing ByteStream stress test
* Rewrite ByteStream to use Span / ReadOnlySpan where possible
Start pending components before physics step - fixes physics step running before joints are created
set dressing progress backup
Look for eligible types in ResourceControlWidget, so it works with inherited types (resolves Facepunch/sbox-issues#5609)
https://files.facepunch.com/tony/1b0211b1/sbox-dev_YJS6hP69DC.png
Fix SoundEvent.GetNextSound random not using the full range of sounds
Fix NRE in Collider.RebuildImmediately
Fixed showing any old weapon as a marker
Demote spawn point error to a warning
Fix NRE in AimWeaponComponent
merge from demo_map_nre_fix
merge from snow_effects_roll_back_and_meshLOD_conversion
Remove unwanted transition
Replace the player's name with the player's steam persona (#146)
merge from fix_runtime_profiling_update -> main
Fix update, late update, physics & fixed update counters not being reset on the server
DynamicSceneObject can take vertex span instead of one at a time
Fixed sidecar wheel visual trouble
CPU fires more accurately at revealed bugs
Process particles in a GameSystem, all at the same time, to benefit from multithreading
Started support for CPU Board/Opponent
CPU Boards save their bug references properly
CPU Opponents now attack on their turn, chosing a random weapon when attacking.