243,728 Commits over 3,898 Days - 2.61cph!
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Display ToggleGroup description when hovering label. Resolves Facepunch/sbox-issues#5597
Setup Legacy Wood Log Pile Materials
Imported Legacy Wood Log Pile Textures
tweaked colour on light mat
Created Legacy Wood Log Pile Folders
Some extra safety with ByteStream.Base()
We're only using this when passing write-enabled ByteStreams to native,
which already have a pointer to unmanaged memory. For ReadOnlySpan-backed
we'd need to pin for spans of managed arrays.
Rewrite ByteStream to use Span / ReadOnlySpan where possible
Fixed SliderControl styling after Yoga 3 update. Resolves Facepunch/sbox-issues#5688
Merge from hood_and_cuffs
Rework dynamic pricing system
-Track the number of items purchased in a given interval (IntervalHours convar, default 6)
-Track an average number items per interval for each sale
-At the end of an interval, update all prices. If the average has gone up in the prior interval increase the price by 5%, if it was lower or equal reduce the price by 5%
-Make the price start at 300%, so it will naturally tend down at first for a while before it normalises onto the price the market thinks it is worth
-Expose the MinimumPriceMultiplier, MaximumPriceMultiplier and StartingPriceMultiplier
This removes an array of objects per sale order and replaces it with 4 saved numbers, so this is a big simplification
tweaked light position on vendor truck slightly to help avoid ring, tweaked uvs to avoid light bleeding, tweaked indicator colour to be more yellow on rear
tdm map
Merge branch 'main' of sbox-hc1
Added failing ByteStream stress test
Rewrite ByteStream to use Span / ReadOnlySpan where possible
fixed correct uv channel on transparent emissive , fixed bleeding edge on truck lights
Prevent NPCVendorTurrets from corrupting saves again
Change targetname from Raknet to RakNet to match Rust project
Send price multiplier of sell orders in the data for rust+ (won't be visible for now)
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Added a parameter to ToBaseEntity to allow destroyed entities to be returned from the registry
Use that in TriggerBase to detect destroyed entities
final 9mm casing tweaks
hopefully
Just use Property for PlayerBody.Player, instead of fetching OnStart
9mm_casing prefab adjustment
Created and setup icon for travelling vendor
handcuff viewmodel anims updated
update ejectbrass particles
Equipment renderer adjustments
Don't destroy playerstate when orphaning. When connecting, look for a candidate playerstate that matches our SteamId and is unowned, so we can re-claim it
I don't think we need this stuff
merge from wireisolation_fix
updated handcuffs cinematic to be rigged
hitbox gizmos match their actual size
Fix NRE when shooting
Better logic for player marker vis
Removed a bunch of code we don't need on the Drone anymore
Cleanup, removed unused stuff
more burst cloth
- changed integration method
- reduced position and orientation to a single spring value each, collision still managed with separate spring
- cleaned up unused cloth material properties