248,620 Commits over 3,928 Days - 2.64cph!

15 Days Ago
Add an additional null check when removing instances
15 Days Ago
Re-implement LinkTriggered event for debugging
15 Days Ago
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
15 Days Ago
DeviceInformationService Move DebugService Add <DesktopOnly> and <MobileOnly> Collapse PageLayout the right way on mobile Add AppBar Add <NavBar>
15 Days Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
15 Days Ago
Fix deserializing primary input / output signals
15 Days Ago
Updating battering ram rig hierarchy
15 Days Ago
Added knight armour dlc 4k cinematic textures for media
15 Days Ago
fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
15 Days Ago
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15 Days Ago
merge from qol_report_server_rules
15 Days Ago
merge from lake_fixes
15 Days Ago
merge from workshop_scene_update
15 Days Ago
merge from admin_prefabs
15 Days Ago
Updated knight armour dlc materials and textures
15 Days Ago
Leaderboard backup, run #16037
15 Days Ago
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15 Days Ago
Merge from magnetcrane_deathscreen
15 Days Ago
Merge from xmas2024
15 Days Ago
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check) Enabled on advanced xmas lights
15 Days Ago
Updated invisible admin cube + wall so they can be removed using ent kill
15 Days Ago
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
15 Days Ago
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
15 Days Ago
Added magnet crane avatar icon for death screen. Updated entity with prefab information.
16 Days Ago
merge from hexagontile_kill_fix
16 Days Ago
Disabled saving on hexagongrid.entity
16 Days Ago
Improved projectile hit handling for shields Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
16 Days Ago
merge from socketmod_handles
16 Days Ago
Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
16 Days Ago
Fixed melee vm hit block animations not playing
16 Days Ago
Revert "Fix undo for convert to prefab" This reverts commit da0efcc866f95b30fb02a988989ca165da263779.
16 Days Ago
Parent merge
16 Days Ago
Codegen
16 Days Ago
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16 Days Ago
Merge from main
16 Days Ago
Anim backups
16 Days Ago
Fix LINQ Exception when different typed objects are selected for inspection Fixes sbox-issues/issues/7106
16 Days Ago
Updated muzzle boost description
16 Days Ago
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16 Days Ago
Merge from delete_entity_by_id
16 Days Ago
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16 Days Ago
Merge from fishtrap_restart
16 Days Ago
Merge from clearUGCByPlayer_fix
16 Days Ago
Merge from version_auto_printout
16 Days Ago
Humans: added CrouchWalk_E & CrouchWalk_W
16 Days Ago
Humans: disabled AO proxy nodes now that AO proxy support has been removed
16 Days Ago
Fix undo for convert to prefab Fixes sbox-issues/issues/7009 This only converts the prefab back to an independent GO. It does not undo the creation of the prefab asset and that's good, I don't think we should ever delete files via undo.
16 Days Ago
Dont query for lobbies if we're in the screen for making a lobby
16 Days Ago
Run the version command on client startup
16 Days Ago
Show map title in round UI