225,614 Commits over 3,714 Days - 2.53cph!

Today
Revert lootpanel.bbq prefab
Today
Use capsule + FindMode.EverythingInSelfAndAncestors when finding comps from bomb explosion
Today
Enable fix unstuck again on move controller for bomb royale player
Today
Added the ability for a looping gesture to hold their gesture after cancelling for a set number of seconds so we cna show the animation ending Converted the friendly gesture into a looping gesture (just cut up the existing anim for now, it looks bad) Applied to viewmodel and third person animations Manifest + some hood texture file metas
Today
▋▋▊▋█▌▄▉▇▉ ▇█▄▇▄
Today
▅█▍▉▍▄ ▊▄ ▆▆▊▋_▇▋▇▇█▅_█▍█ ▇▋▋▅▆▌█▆, ▋█▌▍▅▆ ▇█ ▌▄▋▋ ▋▌ ▇▍▋▊ ▅▅▄▇█▇▍▍▌ ▋▆█ ▊▅ ▆▋█▋▋
Today
Make Bomb Royale "Quick Play"
Today
Query game package MaxPlayers when creating a lobby
Today
Fix editor starting a new session on the death screen (I had to enable this for the sleeping_death_info_safezone branch, no longer needed)
Updated store page headers to webm/vp8 clips
Today
Query pos/rot directly
Today
Merge main -> Bikes
Today
Merge from main
Today
Add some null checks to the oven loot panel to try and work around these warmup issues
Today
Current state object becomes owned by new host when current host disconnects
Today
Update bomb trace range. Player use capsule collider
Today
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
Unsaved meta files
Today
Merge from main -> analytics_server_profiling
Today
Fixed stuttering Item Store and Hero (main menu) videos by disabling Skip On Drop, allowing the video to ignore any timing issues and just keep playing all frames when looping
Today
Independently Interpolated Transform Parts + Other Fixes (#1577)
Today
Fixed Update move
Today
Don't show the duplicate bone name message if they're both triggers
Today
Manifest
Today
Merge main -> Bikes
Today
Default every single SQLITE table to `fastmode` = true - `fastmode` also sets synchronous pragma from FULL -> NORMAL
Today
Fix the demolish option being the default option when opening radial menu even though it's the last option
Today
Full manifest rebuild
Today
Don't show the patrol path if the cargo ship isn't active Don't show the patrol path if the cargo ship has begun it's egress Don't show the path for a harbor if the cargo ship has already docked at that harbor Removed the tooltip text changing on the cargo ship map marker - it no longer makes sense now that we have multiple docking spots and we now have better information from the ship path
Today
Namespace
Today
Final touches
Yesterday
Merge from main
Yesterday
Client compile fix
Yesterday
Call transformchanged in clearinterp
Yesterday
More cleanup, fix offset, make FixedUpdateInterpolation bool internal for now until decide how we wanna expose
Yesterday
Support cloud map drag drop into property https://files.facepunch.com/layla/1b1411b1/sbox-dev_fB6S2Aduks.mp4
Yesterday
Clear map when clearing map property Fix copying from map asset paths
Yesterday
Make LerpTo expected behavior - same as Vector3.LerpTo, Rotation.Lerp etc
Yesterday
▍▌▌▉▄▅▌ █▅▄▇_▍▊▊▆▋▊_▊▉▅
Yesterday
Everything in this branch - cleanup
Yesterday
Removed the IgnoreCollision, let fireballs collide with each other again
Yesterday
Subtract 97289. Didn't fix it 100%
Yesterday
Yesterday
Happy with this
Yesterday
States can override the actor's wish speed Patrol State can define a delay between navigating to the next patrol point, random speed each time too (https://files.facepunch.com/tony/1b1411b1/sbox-dev_CXoCBRrtRs.mp4)
Yesterday
Port Alex's work on patrol paths over to the main branch, with a few changes.
Yesterday
Building blocks for AI relationships (friendly tags, enemy tags, no tags found = neutral), added line of sight debugging (op_dev_ai_los) New AI playground
Yesterday
Kill StateMachine experiment and all associated code
Yesterday
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
Yesterday
Fixed insufficient stack overflow