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Fix winning round display in game overview
Re-implement team income
Round end status text
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wip handcuff viewmodel animation and rig edited
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Fix GameMode.Get<T>() returning cached disabled components
Hacky fix for game mode display info using prefab vars
Reset player balance at start of half
Fix game overview not showing
Added RemoveExistingTopology option to Monument component
WIP everything's compiling again
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M4A1 carryhandle adjustment
Resolve model materials going into negative refcounts
This is a specific case where error models are "hotloaded" into non error models.
Support for spectating gadgets: spectate players rather than pawns directly, network current possessed pawn
GameEventComponent<T>.NextState
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sb toolcupboard update
prefab setup with various scripts (will need adjusting)
finalised textures
lods and gibs
fixed scale and rotation issues on smartswitch and electric heater. Reset deploy rotation on electric heater. Set smartswitch to meshlod and set up lod values
merge from heli_groundheight_fix -> main (stops heli error spam)
Heli now uses fixed height again
Added and Setup Rectangle Table Prop Prefab
Added Vintage Desk Prop Model
relic tooltip
relic events
buying relics
relic element level
relic tooltip level
magnifying glass, relic upgrade description
delay modifier
Fixed broken protobuf file
Rebuild
Fixed broken protobuf file
fixed biome override on some crack grass nested prefabs
supermarket
Added quick death to get on AUX.
Fixed roads being picked up as a spawn check
Added some convars to customise behaviour
When deserializing a GameObject create components in a try/catch and log an error if it fails. If no component could be created, add a missing component. Fixes not being able to open a prefab if there's an error in the constructor of a component. Closes Facepunch/sbox-issues#4397
Vendor spawn event will now check a bunch of spawn positions before selecting appropriate one.
This prevents vendor from spawning on top of anything.
Add Package.FileSize (MB) ( Closes Facepunch/sbox-issues#4908 )
tweaked collider of oilrig crane cabin
Fix radio NRE when no team is assigned, no radio when dead
bunch of material overrides fixes
Iterate on spread, all weapons have a spread when not aiming down the sights, ADS crushes that spread
Forgot to change these, oops
Merge from qol_industrial_conveyor_filter
Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes
Add openxr_loader pdb and dll