248,717 Commits over 3,959 Days - 2.62cph!

2 Months Ago
Fixed not working in standalone builds due to lighttoggle being a server convar - split into a client & server command - client checks if map is open and sends convar to server
2 Months Ago
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2 Months Ago
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2 Months Ago
merge from main -> fix_map_focus_light
2 Months Ago
merge from qol_io_arrows -> main
2 Months Ago
Fix compile errors on CLIENT and SERVER
2 Months Ago
Add io arrow accessibility settings to options menu - already existed as convars but weren't in menu
2 Months Ago
Change from DDraw for arrows to using real meshes for arrows - still uses ddraw when editing IO entities in scene view
2 Months Ago
- add cloud config preset system, presets can be transitioned between - add presets: scattered, sparse, thin, thin2 - weather map moves with wind vector and skews coverage shapes - don't follow the camera Y component, just XZ - more lighting and shaping tweaks - add editor window to view live weather map - set up proper gameobject+mesh under sky dome to display the render
2 Months Ago
Update ragdoll bone objects in editor
2 Months Ago
merge from 106893 - skinnable backpack
2 Months Ago
Move renderersout of the rig to make FindRig work properly
2 Months Ago
Fixed catapult
2 Months Ago
nre fix
2 Months Ago
Update joints scene
2 Months Ago
Ragdoll uses Model.CreateBoneObjects
2 Months Ago
Add Model extension to create bone objects Rework skinned renderer to use create bone objects extension. Ignore absolute bone objects.
2 Months Ago
baseline
2 Months Ago
Removed PhysicsCharacter and replaced it with Sandbox.PlayerController
2 Months Ago
Fix asset browser not opening if last opened directory from previous session was deleted/moved
2 Months Ago
Fix UI sounds having Occlusion, Attenuation, Absorption and Transmission applied to them. [HideIf] those properties when UI is true. Resolves Facepunch/sbox-issues#6742
2 Months Ago
merge from main -> qol_io_arrows
2 Months Ago
merge from copypaste -> main
2 Months Ago
Remove console spam when copying entities
2 Months Ago
Fix comment
2 Months Ago
Allow player models to be pasted - convar `paste_players` (default false) - change the steam id of the players pasted so they can't conflict with existing players in the server as it causes issues (give them a steam id above bots but below the range of real players)
2 Months Ago
When creating a component, if the typename has a conflict, then prioritize the type that exists in addon code PlayerController component Player Controller prefab
2 Months Ago
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2 Months Ago
Merge from ai_wolf_iteration
2 Months Ago
Undo accidental change to procedural map
2 Months Ago
refinery updates
2 Months Ago
Do filtering of pasted entities before they are spawned by filtering the prefab instead of the spawned entity and then trying to delete it Fix autosnap for pasting not working if there were no foundations in the paste - disable autosnap when no foundations are found
2 Months Ago
Make wolves more accurately align with food when eating
2 Months Ago
Portal 2 Coop spawnpoints Some more Portal 2 map icons Added some logic entities logic_register_activator logic_coop_manager Serverside only entities that are generic enough to be useful outside of the game they come from. Bump default value of sbox_maxconstraints to 2000 Placeholder entities for Portal 2 excursion funnel and wheatley boss Exclude gmod.exe from srcds win32 deploys Added Hacked and Harmless Rollermine variants to spawnmenu Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2 Inputs: SetCanShoot UseAttachmentEyes - doesnt work SetMaxPitch SetMinPitch SetMaxYaw SetMinYaw KVs: playercanshoot useattachmenteyes
2 Months Ago
Make wolf decelerate faster when approaching a player holding fire, as to not end up charging them by accident, which would make them think the fire is not working
2 Months Ago
Fix for gap in cliff_tall_a
2 Months Ago
siege_weapons -> siege_weapons/visual_towing
2 Months Ago
Reduce the padding distance
2 Months Ago
Merge: from main Tests: none (trivial merge)
2 Months Ago
Clothing Updates
2 Months Ago
Merge: from remove_editor_update - Removes last editor-only update invoke case with many invocations(saves a measly 0.1ms). - `demo.play` accepts absolute paths Tests: setup an industrial chain with a chest provider and a crafter and linked those up - debug vizualization worked. Loaded a demo outside of demos folder.
2 Months Ago
Update: demo.play respects absolute paths Tests: Tried to play a demo outside of demos folder
2 Months Ago
Added Catapult Stone Ammo FBX, Materials, Textures and LODS Setup Basic Prefab for Catapult Stone Ammo
2 Months Ago
merge from main -> copypaste
2 Months Ago
Basic switch case node
2 Months Ago
Basic switch case node
2 Months Ago
Initial VR scene for main menu https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png UI: Fix worldpanel depth issues, treat worldpanel roots as layers Render VR menu at 4k, scale down to fit Basic VR world input component, menu works properly https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4 Line hands up better in VR menu scene Quick little test map just so I'm not staring at an orange texture
2 Months Ago
kitbashed ice sculpture stub prefab setup - only diverting damage of allowed type at the moment
2 Months Ago
merge from qol_teleport2grid -> main
2 Months Ago
Fixed comment