244,331 Commits over 3,898 Days - 2.61cph!

1 Hour Ago
adjust particle text size
1 Hour Ago
particle text
1 Hour Ago
Merge from localcoord-blend-layer
4 Hours Ago
Fix player surface reference
4 Hours Ago
Buff Squirt Fire Fix wiggle bullets Can't outrun coins when getting sucked in Controller Support
4 Hours Ago
Dive jump particle
4 Hours Ago
Fix DamageTrigger logic Update ShopItem in OnStart for connected client Suck coins into player
5 Hours Ago
play item sound on get
5 Hours Ago
Fix ItemComponent NRE Fix silly mistake Player no longer has friction when running against walls Enemies no longer have friction against walls
5 Hours Ago
Fix heal NRE
6 Hours Ago
Fix players not colliding with enemy bullets lol Enemy projectiles are now entirely client-side so there's much less load on the host and gameplay is much more fair for each client
6 Hours Ago
Update server uri
Shop items are greyed out if you can't afford them Speed the player up 1.5x when not in a room with enemies
Replenish item room for number of players
Hide pre-spawned shop doors on the map, revealing once discovered
If a player disconnects, their player gets removed but state is regained when reconnecting (so they dont lose everything) Fix ShopItem desync for connected clients Fix item shadows Force enable player during retake Don't show dropped players in the list Fix medkit not healing for connected clients Fix recoil networking Projectiles can't leave the room they originated in, and doors block all bullets Prevent any movement when map is generating
Added talk_06 anim as cinematic gesture
Today
deployable target will need a programmer to look over stuff again
Today
Fix CPhysicsBody::FindClosestPointOnConvexShapes not working for Spheres and Capsules Resolves Facepunch/sbox-issues#6909
Today
work around horrible flickering when in 2D editor view
Fix knife swing sound, amongst other fixes
Today
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly. Separate overload as not to mess with any existing game packages Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
Today
Keep the accumulator. Fix the issue properly.
Today
[DONT MERGE] Cupertino: Hardcode some paths and fix trailing slashes, note that outside windows steam_api64 dll is just called steam_api
Today
bigger jump window, flow map wip, sound tweaks, remove duplicate map from legacy season,
Today
Revert to old fixed update logic. It appears the root issue was synchronized server time causing more fixed updates than it should due to Time.Now changing. This resolves the issue I was trying to solve initially, and also fixes Facepunch/sbox-issues#6906
Fixed some grenade refs
Today
chicken coup deployable test will need looking over with an actual programmers eyes just in case
Today
pitch music on death adjust stages
Today
Add rendermesh resource Add rendermesh asset type Allow sceneobject to be created from rendermesh Add MeshRenderer Add vmesh asset preview Don't hide vmesh assets
Today
Cupertino: Libvideo, libSkiasharp, libmpg123 binaries Cupertino: libHarfBuzz and libdxcompiler, configdefaults.osx.vcfg ( do we need this? :S ) Game boots again
Today
melee enemies
Today
unicycle sounds, menu music, ui tweaks
Today
Rewrite to be a console app
Today
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix branch specific build error
Today
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Today
Only use networked velocity for entities that set it serverside Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked Make particle preview background slightly lighter (32,32,32) Fixed more crashing issues to do with particles
Check if Interactable is valid on ShopItem (should fix NRE when entering new floors)
Added basic chatbox Basic Voice Chat (no UI)
Today
Initial Tiled Navmesh Generation (#1689) Goal for this PR is too match current NavMesh functionality, but instead of generating a single large tile, generate multiple smaller tiles instead. This fixes a couple of NavMesh issues, most of them related to nav generation for large maps. Pathing should also improve slightly, since the NavMesh now broken up into smaller polygons. This will be particular noticeable in maps with large empty space and only a few obstacles. The PR does not change the API and should only result in minor behavioral differences, caused by the generated NavMesh being slightly different. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
Expose "Does Restock" as Prefab Variable on Shop Item Add Locked Door, Shop Rooms have 50% chance to be locked
Add more shop rooms Fix item room bounds Chest fixes + Vitals now has CanTakeDamage and IsInvincible (can take damage but no health is depleted)
Today
Ignore self in ground trace
Today
Prebuilding menu project halves startup time
Added Shop Item and first Shop Room Shops actually take your money now
Reduce main menu blur
Turn off AO on the main menu because it looks like ass with DoF/fog
Today
Removed unused code
Fixed main menu guns not being shown
Balance out a bunch of audio attenuation