250,056 Commits over 3,959 Days - 2.63cph!

8 Days Ago
Remove unused reloadTask from BaseCarryable
8 Days Ago
Fix NRE when bot task tries to respawn after ending game/exiting play mode
8 Days Ago
Use IsOwner checks instead of IsProxy in `PlayerCameraEffects` so bot players don't affect the local player's camera
8 Days Ago
Tweak gauss tracer, aimcone, give weapon icon
8 Days Ago
Added jungle biome to terrain backend and shaders
8 Days Ago
Turn on and off bow string layer weight when reloading, as reload animations handle the bow draw states instead
8 Days Ago
Uncomment now-working armour pickup code
8 Days Ago
Add Armour - when taking damage, take from armour first ChargeStation supports armour, add armour charge station prefab
8 Days Ago
Fix dodgy masks on idle state
8 Days Ago
Add GameConfig Add BaseCarryable.SwitchAway() Satchel fixup
8 Days Ago
- Setup mask on string layer states - Adjust some rotation angles
8 Days Ago
Gauss: fix NRE if we shoot in a direction where a trace never hits Mp5: reduce punch/shake
8 Days Ago
Fix exception when changing weapons
8 Days Ago
Add basic bots can be spawned via `bot_add <count>`
8 Days Ago
Manifest
8 Days Ago
Changed LegsAnimator execution order to be executed right before Client, fixes the eye pos mismatch
8 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756
8 Days Ago
Fix SceneNetworkSystem.Library not being set
8 Days Ago
Tripmine placing cleanup Fix tripmine damaging you whetever you stand Broadcast tripmine explosion Fix tripmine not activating if its laser didn't hit anything, clean up Fix tripmine being triggered on spawn
8 Days Ago
Reverse mouse wheel inventory direction
8 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756
8 Days Ago
Bespoke crosshair for Rpg
8 Days Ago
Managed compiler also includes currently unrecognized asset paths as references, so they can be populated later Fixes incomplete dependencies list for resources, uploader missing required cloud assets, etc. Show still unrecognized asset paths in reference/asset list without errors
8 Days Ago
Run by default, shift is walk
8 Days Ago
Add PlayerController.RunByDefault , PlayerController.AltMoveButton
8 Days Ago
added updated AO. Adjusted materials and removed disable shadow component from prefabs
8 Days Ago
Tweak tripmine laser, colors
8 Days Ago
Add Capsule and Line to TypeLibrary
8 Days Ago
FuncDoor Open away from player bool
8 Days Ago
RpgWeapon -> BaseWeapon, doesn't use ShootEffects
8 Days Ago
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8 Days Ago
Death notices - validate player, could've been killed and removed Add RPG, has unguided and guided modes Gauss: add ricochet to last trace Moved rpg pointer glow texture into project Update RPG icon
8 Days Ago
Accidentally yanked Src/DstBlend from Spritecard, also bring back shading complexity to it even if it makes code awful for now
8 Days Ago
Fix typo causing var property to not be hidden
8 Days Ago
Add ConVar flags Remove dead code Route console commands from engine to managed No need to register convars with engine, we are the owner now Strip command buffer running, aliasing Store native console commands, everything works again Native console command help etc print variable value when no arguments Move "find" to c#, add ConvarFlags.Hidden Autocomplete is all c# Remove IConfigurationSystem Remove CommandTarget_t, InputCommandSource_t Don't need these hacks to create SceneNetworkSystem anymore Remove more unused convar code Replicated convars stringtable Capture native convars more reliably, without having to query Userdata convars Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected Remove FCVAR_DEVELOPMENTONLY Remove FCVAR_GAMEDLL Remove CCommandBuffer Remove FCVAR_RELEASE WrapepdPropertySet provides a Getter, to get the current value Include all attributes with wrapped properties, no just the codegen attributes ConvarSystem.SetValue always takes a string value instead of object Only set native convar if value is different Move sv_cheats to game code, so it gets codegen Always register sbox.game assembly with convar system Only set managed convar value if value changed Placeholder to return replicated values for convar Call ConVarSystem.OnConVarChanged when managed convar changes Native convars call OnConVarChanged Rename ConvarFlags to ConVarFlags Remove dead code Delete ivr.h, remove g_pVr (none if this is used anymore.. right?) Fix CodeGen attribute blunder Fix unit tests getting the wrong envrionment var (not sure what changed) Rename ConVar to ConVarAttribute, ConCmdAttribute Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
8 Days Ago
Update Facepunch.ActionGraphs to 1.8.56 * Fix ignoring _type property of method nodes with target input * More robust method binding for generic types
8 Days Ago
8 Days Ago
More robust method binding for generic types
8 Days Ago
Merge from train_tunnel_altitude_2
8 Days Ago
Fixed terrain around train tunnel above / below ground connection
8 Days Ago
More robust method binding for generic types
8 Days Ago
8 Days Ago
Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
8 Days Ago
Skin Pass for knight armour set
8 Days Ago
Increase collision on tripmine so you don't slide off them
8 Days Ago
8 Days Ago
Fix ignoring _type property of method nodes with target input
8 Days Ago
Multiple Satchels
8 Days Ago
Fix ignoring _type property of method nodes with target input
8 Days Ago