243,587 Commits over 3,898 Days - 2.60cph!
Tuned all bike and rider damage thresholds
Update human_player animgraph to support movement and holdtypes
Pedal bikes slightly slower
Cyclist stands up automatically when going slow up steep slopes
Fix spectators joining in-progress games getting a blackscreen/not spectating anyone by default
Broadcast between round cleanup event
Changed Scale on Vintage Rectangle Table to match other tables
Use DistanceSquared in marker panel Distance check
Fixed hitmarkers being wrongly applied, and recognize kill markers properly
Fixed spottable team being wrong on spawn
Clean up player states correctly, fixed FPS testing scene
defuse: Add TeamAssigner to Preparing stage
merge from travelling_vendor
Fixed typo which was making weapons break between rounds
Don't show play area overlay if we're dead
Would help if I turned back on the other gamemodes
Fix defuse objects not spawning
Add play area to refinery map
Add basic notion of a play area, displays on hud if you're out of it, give you a bit of time to get back in, then kill the player
set dressing progress backup
merge from twitch_drops_delete
Add a bunch of spawn points to shipment map
merge from hood_and_cuffs
Added failing ByteStream stress test
Rewrite ByteStream to use Span / ReadOnlySpan where possible
Merge from travelling_vendor/dynamic_vendor_pricing
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Calulate the running average as a double to properly capture averages for small sales amounts
Don't save the previous average with the save data, we can calculate it on the fly
Added a VendorPriceTester editor tool that can crunch analytics data to plot out the discount over time
Scene.RunTrace optimization (test)
merge from
10052 (pink wires fix)
updated sbl material to take advantage of new tinting
added a tint alpha channel to corrugated_e_white texture
Manifest rebuild on Main as well
Manifest, add missing IDs
Passenger seat radius edit
merge from /main/deferred-decal-extra
merge from /main/blend4way-tintmask