226,029 Commits over 3,714 Days - 2.54cph!

Just Now
Tweaked various explosives seismic vibration levels
Just Now
Fixed thrown easter eggs and halloween candies notifying seismic sensors (they're secretly grenades)
7 Minutes Ago
Finished off wizards https://files.facepunch.com/ziks/2024-05-21/sbox-dev_UiJMfgCDqY.mp4
8 Minutes Ago
Notify seismic sensor on helicopter explosions (both players and AI owned)
40 Minutes Ago
Fixes
41 Minutes Ago
New Outfit Piece! - Bandana Mask https://files.facepunch.com/daniel/1b2111b1/BJICfUHSEi.jpg LODs coming asap
43 Minutes Ago
exported blunderbus viewmodel anims
47 Minutes Ago
Explosive ammo iteration
53 Minutes Ago
ConeEmitter: velocity direction should always be away from tip ConeEmitter: fix distribution if OnEdge is false
1 Hour Ago
Wizard teleportation, main loop
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
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2 Hours Ago
Fix Rotation.LookAt(Vector3 forward) Broken if you do Rotation.LookAt(Vector3.Forward)
3 Hours Ago
Added HandMenuPointer, use the hand's index finger to cast a ray forward for WorldInput, use RayToLocalPosition to grab transformed ray distance (feel like we could expose this in a better way) Use particle for menu pointer
3 Hours Ago
Add DisableIfInVR component, good to get rid of useless flatscreen cameras
3 Hours Ago
Simple main menu (https://files.facepunch.com/tony/1b2111b1/sbox-dev_dYwBHI94uZ.mp4)
4 Hours Ago
Merge from main
4 Hours Ago
merge from clamp_screen_shake
4 Hours Ago
Move InterpolationBuffer to Sandbox.System Cleanup Sandbox.Game Remove unused steamworks stuff
4 Hours Ago
The ball is a global instance stored by GameManager
4 Hours Ago
Added dumb fire scientist state. AI Arena now applies spawn position forward directions to scientists when spawned. AI Arena spawning now only uses active spawn locations. Added Scientist.Arena.DumbFire prefab Added Scientist.Arena.DumbFire.AIDesign Added Scientist.Arena.DumbFire.Loadout Updatea AIArena spawn prefab list with new arena scientist. AIArena scene update.
4 Hours Ago
merge from water_purifier_pickup
4 Hours Ago
merge from hackweek_renderlod_collapse
4 Hours Ago
merge from toggle_inputs_chat
4 Hours Ago
merge from nexus
4 Hours Ago
merge from launch_site_lod_culling_fixes
5 Hours Ago
Ensure collapsed renderers can still register with occlusion culling
5 Hours Ago
Server compile fix
5 Hours Ago
Leaderboard backup, run #11922
6 Hours Ago
Fix DelegateFunctionPointer making traces slow
6 Hours Ago
Added client.clampScreenShake convar (defaults to on) Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
6 Hours Ago
VM camera animations for M39, L96 and Bolt Rifle
6 Hours Ago
Add pause menu Add Game.Overlay.IsPauseMenuOpen
Today
Better socket deploy guide rotation
Today
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim
Today
Sidecar work, trying to get it feeling right to drive + other edits
Today
Switch gameplay events to also use new bulk uploading api
Today
Merge from main
Today
merge from main -> analytics_server_profiling
Today
Detailed collider setup for all bikes
Today
World collider setup for all bikes
Today
Remove PedalTrike
Today
S2P airfield
Today
Can now pick up empty campfire water purifiers, both water containers must be empty Entities that are deployed into slots (water purifiers, locks, etc) will now show an invalid deploy guide floating in front of the player instead of just showing nothing (the deploy guide was at 0,0,0)
Today
Sidecar wheel visual position fixed
Today
S2P launch site
Today
Re-apply CS 97577 (modify launch site scene)
Today
Re-apply RendererLOD `minDistanceMultiplier` functionality to clamp minimum lod scaling
Today
merge from main -> launch_site_lod_culling_fixes