241,387 Commits over 3,867 Days - 2.60cph!

24 Minutes Ago
Support HideAttribute on enum control widget entries Add points primitive type to hull collider for the situations when you want a custom hull collider defined by points
52 Minutes Ago
- further cloud density+lighting model experimenting - add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime - clean up
1 Hour Ago
Add attachment mode to ball joint, same as hinge
1 Hour Ago
Fixed siege tower server collider
1 Hour Ago
Ballista gamefeel, placeholder anims
2 Hours Ago
Fix crash getting joint desc limits, interop hates this for some reason
6 Hours Ago
▍▆▊▋▋ ▌▄▉▌ ▇▆▍▆
6 Hours Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
6 Hours Ago
▌▊▆▆▌▄▅ ▉▊▉▋▇▌▌▄▅ ▋▉▇▅▄▅▉█▋▋▋ ▍▄▌▉▌▇, ▇▅▅ ▅▆▅ ▌▌▇▆█▊▍ ▌▆▊▋█▇▉▉▊▊▅ ▋▉ ▄▆▆▉▋ ▄▍▄▉ ▋▍▄█ ██▇▋▍ ▄▌▋▍ █▆ ▇█▆ ▇▋▋█▄▇▊ ▄▉▊ ▌▉ █▋▌ ▇▉▋▊▍▍▄▅▍ ▋▄▍▋ ▅▌▍
Today
customize menu updates, arrow pngs
Today
Added ballista spear ammo item + placeholder effect and projectile prefabs
Today
siege tower update
Today
updated refinery scene tweaked cubemap values for night
Today
TF2 new map icons/category + adjust some dark ones Also fill the texture with white color if freeimage fails This is for .png image loading Adjust VRAD's -dumppropmaps TGA output to be correct Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs.
Today
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
Today
Fix bounds checks when editing world Freeze player when spawning, save position when quitting
Today
Implement CastBodyMultiple for trace body run all
Today
assault rifle minigun bolt action rifle
Today
de_refinery updates
Today
added brick_debris_a2 blend updated some existing sbox.game assets
Today
Fix wolves not comming to help their allies under some cirumstances
Today
Prevent NRE from playing delayed reload sound Prevent NRE in PlayerPawn DamageTakenEvent handler We can network component references automatically now, don't need this Tweak position of usp muzzle points Fallback to random SpawnPoint if none match, prevents possible out of range lookup
Today
Basic persistence
Today
Fix possible NRE when exiting scene
Today
Add: Perf Test dud to boot ProcGen map Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles. Tests: Confirmed that the player asserts when running the new test
Today
exported metal shield world model anims
Today
Update package totals periodically Getting package type list is faster Move contest settings Package type list Can edit package types
Today
Fixed duplicated constraints making Lua errors sometimes Resolve memory alignment issues with 24bit images (.pngs, etc.)
Today
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
Box component with razor attributes Box modifier documentation
Today
Fix Trace.Body not using start rotation
Today
Fix warnings
Today
Fix warnings
Today
Fix warning
Today
Link to steam profile, show gamerscore on profile User page titles
Today
updated textures
Today
Clean: removing unnecessary checks and files Tests: none, trivial changes
Today
playerupdate. player animtion controller updated with correct anim clips
Today
Update: when enabling PerfFwk ensure we have 64bit arch selected Somehow I had 32bit arch targetted locally, and it looks like this is a local-only setting, so it's possible others will also run into this - this should avoid issues (like previous problem with Rust.Harmony). Tests: while on WIndows32 target enabled the framework - confirmed it switched to 64bit arch
Today
Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you Only damages building blocks atm Placeholder animations and effects
Today
▅▆▌█▇ ▅▋█▊ ▋▆_█▌▆▊_▅▆▋█▌▌▇▅▆ (▉▅▆ ▄▅▅▋██ ▉▍▋▊█▊▊▆ █▍▌▋)
Today
Fix wolves absolutely wrecking cars with their attacks
Today
Clean Profile pages use custom urls from Steam Can hide public profile (follows steam) Comments link to user page User achievements page
Today
setting up metal shield viewmodel anims
Today
▄▄▄▊▉ ▊▍█▅ ▇▆_▆▄▅▌_▊▊▆▇▆▇▇█▌
Today
▉▋▇ ▇▅▋▉▍▄▍ ▉▉▇▊▅ ▄▅▊▇▌▅ ▅▆ ▉▅▍ ▍▍ ▌▄▍▅█▇▆▉█ ▄▌▌█▅▅▆ ▅▇▆▋▄▌.▅▊▊▄▆█▉.▌▆▅▋▉▅▍▄█▄▍▇▊▉▅
Today
Initial Assets have colors Preview tweaks Search widget Asset popup, will turn this into something more tooltip-oriented later Split left / split right Chips from tags Tweak styling, move current project to top of asset locations list Implement chip tag filtering Initial cloud browser, separate from asset browser Initial tabbed asset picker w/ both local and cloud assets Asset type picker Renames, deletes, duplicates handled by IAssetListEntry Clean up Implement `t:vmdl`/`t:vmat`/etc. and filters Implement Everything & Recents Cloud browser uses facets to select type - hide picker on search bar Fix warnings
Today
reinforced wood shield world model
Today
merge from main
hub page