243,589 Commits over 3,898 Days - 2.60cph!
Make NodeBinding.FromMethodBase exceptions into binding errors
Merge Travelling Vendor -> Main
material stack and watertote update and addition
Optimize performance scope to not lock, not create
Use custom implementation of .HasFlag for mostly unnessecary optimization ( .Contains() )
Micro optimization, use RenderAttributes.SetComboEnum<T> instead of SetCombo (avoid boxing)
Avoid creating a Func when getting friend state
avoid creating an array when iterating CircularBuffer
Fix player count in GameLobbyGroup
Fix warnings
This stops the creation of boxed steamids, somehow
Check if we have someone around before dying
Swapped to pattern matching
Reduced pull over distance again
Get component if null on serverside menu
Target code semi-cleanup
Fix player scores not working #140
merge from demorecorder_ui_improvements
Hide the demo recording UI when the main menu is opened, also make sure it doesn't capture any clicks
Fix being unable to possess non-networked pawns (fixes #141), speculative fix for other exceptions
Pick further away points to align to
Remove smoothing pass for alignment
Allow late joiners in casual defuse
Use Network.Active check to determine if we should network spawn or assign ownership
Ensure we properly network ownership changes during network orphaned actions
lod distances, lod4 stays longer
tweaked emissive indicators so they dont pixelate at range
Enum and List control widgets can't be edited when readonly
refinery updates
t-spawn to B site initial updates
Disabled the environment camera object
Removed Unused FBX mesh.
Updated Vintage Rectangle Table Colliders
set dressing progress backup
Keep project loading stuff together and make sure we load initial collision rules after project settings file system is mounted (Fixes Facepunch/sbox-issues#5739)
PlacingHud orders by segment count
Rock spawning bug fixes
Store relevant references/information of initial bug setup per-player
Basic BugList UI that shows remaining segments for both players.
Fixed order of NRE checks
Added more checks to try and kerb this NRE
Fixed occlusion culling setting always turning itself back on when opening the game
Vendor can now get over rails
Added rails to vendor test map
Added more accurate detailed colliders
Closes Facepunch/sbox-issues#5566
Throw exception when sending RPC on non-networked Game Objects (Closes Facepunch/sbox-issues#5504)
Do not try to swap items around if they can't stack (introduced by 98742)
Fixes moving a partial stack from a full container onto another partial stack not working (fluid containers not taking anymore water than 100ml for example)
Fixed potential NRE in AudioListener component when scene camera isn't valid (yet)
Larger plank stack addition and upload
Add damping to lower body blendspaces
Fix cargo ship spawning extra scientists (have to turn off both variant roots)