220,838 Commits over 3,653 Days - 2.52cph!

20 Minutes Ago
Merge from main
1 Hour Ago
Group jam page by not played, updated
2 Hours Ago
Leaderboard backup, run #10419
2 Hours Ago
Merge from harbor_tweaks_4_cargoship
3 Hours Ago
Fix container doors getting deleted when moving onto cargo ship
3 Hours Ago
Adjust docked cargo position for better container access
3 Hours Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
4 Hours Ago
Use Continuous Speculative
5 Hours Ago
Wheel terrain FX, borrowed from cars for the moment
5 Hours Ago
Bike physics + visual fixes
5 Hours Ago
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace. Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
6 Hours Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
6 Hours Ago
merge from full_server_demos -> aux2
6 Hours Ago
merge simple_upload -> full_server_demos
Today
More stabilisation stuff
Today
First pass on swing bridge functionality See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
Today
Force update passthrough UI when switching between an input/output handle
Today
Use async loading to load the menu+game+engine UI in parallel
Today
Clamp angular velocity y
Today
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
Today
Remove usage of dynamic clientside model indices in Lua API
Today
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Today
Remove contacts and process intersections just before shape or body remove, this allows intersection end events to run before removal
Today
Fixed auxiliary outputs messing with how we calculate power drain
Merge from main
Today
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Today
Fix container Ids Manifest
Today
quick adjustment to npc
Today
npc_anims
Today
Compile fixes, player animator update
Today
Build vtex.exe Disable queued loader entirely, it does not work Sync ClientsideModel & ClientsideRagdoll implementations with main Change ents.CreateClientProp to work like ClientsideModel
Today
Merge from main (stomped animator changes, will need to be regenerated)
Merge from cine_anims
Today
Compile fixes
talk_06 anim settings fix
Merge from main
Today
Change blocksize convar from bytes -> MB
Today
Add integral
Today
Bike roll stabilisation work
Today
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Today
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Today
Make control sheet labels draggable Dropping a component property will create a set node https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4 Facepunch/sbox-issues#5129 EditorNode display fixes for embedded targets
Today
Fixed "flush" concommand crashing on windows srcds video library restores fps_max if it sets it Move "make to video" temp file to videos/ Holly library makes them and doesn't delete them... Fix "make to video" not rendering while main menu is open CPropDoorRotatingBreakable does not try to precache NULL mdl breakables Fixed quitting while demo is being recorded writing invalid tick count Minor improvements to demo to video thing Fixes for broken demos, don't display info during loading screen
Today
some missing files from an earlier commit today (after a rename) KARGO decals files added decals to test
Today
set metalness value on spraypaintcan.mat to 1 (it was set to 0)
Today
codelock placement
Today
Fixed memory cell power passthrough being showed on both outputs
Today
Invalidate mesh selection on scene change
Documentation Support analog input glyphs
Today
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle