225,605 Commits over 3,714 Days - 2.53cph!

29 Minutes Ago
Fix pooling warning message by manually marking events uploaded in CSV as submitted to analytics Change TimeSpan to be sent at nanoseconds instead of float seconds (for new analytics data points)
1 Hour Ago
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2 Hours Ago
Remove mysterious references to another project Let's just use parenting for held items
2 Hours Ago
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3 Hours Ago
Restored powerline cable material shader
3 Hours Ago
Don't include invokes with zero calls in a frame
3 Hours Ago
Ensure csv files have .csv extension
3 Hours Ago
Allocate initial texture data for textures created with no data provided so they don't use uninitialized data
3 Hours Ago
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4 Hours Ago
Minor refacto for clarity
4 Hours Ago
GMad.exe: On windows, pause on error when using drag'n'drop Added NPC:GetArrivalSpeed / NPC:GetArrivalDistance Restore HL2 use sounds with `gmod_suit 1` Added ability for traces to use a table of class names as filter They can be mixed and matched with entities as well.
4 Hours Ago
subtracting 97426 wiretool_fixes2 - Staging brick
4 Hours Ago
Fixed melee weapons (other than pickaxes) playing their impact animation despite not hitting anything
4 Hours Ago
fix 2
4 Hours Ago
Track execution time per invokes
4 Hours Ago
flame spread fix candidate
5 Hours Ago
Update fpxr + bindings
5 Hours Ago
Enemies can pick up objects, logic tweaks
5 Hours Ago
Use UpperCamelCase naming (same as our other stuff), static linking
5 Hours Ago
Add subtle wind offset and sway
5 Hours Ago
Disable rendering of scene object before deleting it, usually good practice because delete is a frame behind
5 Hours Ago
blunderbus viewmodel animations export and animated camera setup
5 Hours Ago
Add MeshComponent.HideInGame, usually for clips or triggers
6 Hours Ago
merge from heli_global_bridge_client_fix
6 Hours Ago
restoring 97366 merge from heli_global_bridge_client_fix
6 Hours Ago
merge from wiretool_fixes2
6 Hours Ago
EnumControlWidget supports multi edit https://files.facepunch.com/layla/1b1511b1/sbox-dev_eZLBW8jHHL.mp4
Today
Test velocity relative to ground normal in CheckGround() (#64)
Today
While grounded, keep position 1 unit above ground (#64)
Today
merge from hackweek_renderlod_collapse
Today
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Today
merge from horse_fixes
Today
merge from cargo_time_hotfix
Today
move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore
Today
merge from missing_lightlod_finder
Today
Changing primitive type of mesh now works with multiple selection
Today
3rd person eject fix
Today
Same thing for no shadow lights missing their AmbientLightLOD component
Today
Added a tool iterating over all the project prefabs, flagging any lights with shadow enabled and no LightLOD component (found a shitton of potential issues)
Today
SKS attachments and FX
Today
Wrong docs
Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
Today
Use enum for now
Today
openxr_loader lib Add Facepunch.XR native library Initial bindings to Facepunch.XR
Reimplemented movement tilt
Today
Support multiple scene mesh export to vmdl https://files.facepunch.com/layla/1b1511b1/sbox-dev_KtN4e3locJ.png
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
scene for testing movement on angled track pieces, remove shake from camera, some tutorial map work and welcome message, blend file updates
Added smooth time. New direction calculations
Today
Only enable motion if we're the owner (or we don't network bodies)