250,533 Commits over 3,959 Days - 2.64cph!

4 Months Ago
Use different img for sprite
4 Months Ago
- Radioactive water now inflicts damage on the person carrying it. - Fixed uncessesary send update rad checks
4 Months Ago
vm hc revolver - added toggle gameobject settings to animator (to hide & show shells in cylinder where needed) - added anim event to spawn shells into the world at end of reload (so they land on the floor)
4 Months Ago
Fixed GUID error when dropping an item with ItemModContainerRads
4 Months Ago
Add physics tool to manipulate physics in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_d719Yy9fe4.mp4
4 Months Ago
Bugfix: don't leak an item if creation request was invalid Tests: none, trivial change
4 Months Ago
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4 Months Ago
bunch of bullshit
4 Months Ago
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4 Months Ago
siege tower wip
4 Months Ago
Add more cover types
4 Months Ago
Editor support for scene.run nodes https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4 Nicer display info for interfaces, default icon for event methods
4 Months Ago
Merge from fix_barricade_launch_mounds -> main
4 Months Ago
S2P launch site
4 Months Ago
Mark the mounds at launch site as "allow barricades" to fix barricade placement on top of them
4 Months Ago
Implement chip tag filtering https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_0quPxgWO64.mp4 Reverse recent locations & limit to 10 to match Windows Explorer functionality
4 Months Ago
Merge from fix_barricade_new_cliffs -> main
4 Months Ago
Bugfix: don't create and access a dangling Item when Pooling is enabled - at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events. Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
4 Months Ago
Fix wood barricades disabling magnet snapping when sprint is held - this was only intended for high walls as you are often sprinting during combat - allows you to easily snap together wooden barricades
4 Months Ago
add optional material override for foliage displacement strength (replacing vertex color)
4 Months Ago
Healing dart (just a test idea)
4 Months Ago
Added Filter Settings to Add Component Popup. Can hide base components. Resolves Facepunch/sbox-issues#6428 https://files.facepunch.com/CarsonKompon/2024/September/19_11-10-TransparentAmethystinepython.mp4
4 Months Ago
Merge from Frontier_HighCaliberRevolver
4 Months Ago
parented the new 1p bullet drop to something other than the gun
4 Months Ago
styling
4 Months Ago
Basic pause menu
4 Months Ago
Prefabs marked as `ShowInMenu` will actually show in menu without having to be in `templates/gameobject/` subfolder. If a Prefab is marked `ShowInMenu` then you can give it `DontBreakAsTemplate` so it maintains the prefab reference when created via the GameObject Menu. Resolves Facepunch/sbox-issues#6035
4 Months Ago
Fixed dropped cartridges having a mind of their own after landing on the ground. Fixed blurriness on them too.
4 Months Ago
Recent locations button Tweak styling, move current project to top of asset locations list https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_cY35ptbOcb.png
4 Months Ago
Show particle count like this so it doesn't show up as a prefab variable
4 Months Ago
Improved wooden barricades blocking other wooden barricades - split into different sized deploy volume for wooden barricades specifically - made the volume shorter and thinner - allows the magnet effect on the edges to draw together wooden barricades on a slope without them blocking eachother as much
4 Months Ago
Fix wooden barricades being difficult to place on the new cliffs - split deploy volumes: one for world layer and another for construction + vehicle + players - moved and shrunk world deploy volume so it doesn't intersect with cliffs as much
4 Months Ago
merge from watervisibilitygrid_fixes
4 Months Ago
Merge from ai_wolf_iteration
4 Months Ago
Mege from main
4 Months Ago
Catch possible NRE This isn't needed anymore Add .source2/ to gitignore template If package is on disk just use asset directly when dragging into scene
4 Months Ago
merge from maim
4 Months Ago
world_update_2 -> radioactive_water
4 Months Ago
merge from fix_raknet_end_sample -> main
4 Months Ago
WaterVisibilityGrid fixes - made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway - adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB) - slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary - added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
4 Months Ago
gizmo img
4 Months Ago
Fix missing EndSample() in Raknet.OnMessage
4 Months Ago
3rd person reloads with ammo type variants.
4 Months Ago
Added Dynamic FOV to the Camera, changing when player is running
4 Months Ago
Center on character when fully zoomed
4 Months Ago
Camera Zoom
4 Months Ago
Player has a Rigidbody so they can be pushed around now. Moving Platforms are awesome now :D
4 Months Ago
Add tags for platforms
4 Months Ago
Basic Moving Platform Support Better Moving Platform Support, allow for rotating platforms
4 Months Ago
disable serversideragdolls by default due to server stall/freeze