239,301 Commits over 3,837 Days - 2.60cph!

4 Months Ago
Minor refacto for clarity
4 Months Ago
GMad.exe: On windows, pause on error when using drag'n'drop Added NPC:GetArrivalSpeed / NPC:GetArrivalDistance Restore HL2 use sounds with `gmod_suit 1` Added ability for traces to use a table of class names as filter They can be mixed and matched with entities as well.
4 Months Ago
subtracting 97426 wiretool_fixes2 - Staging brick
4 Months Ago
Fixed melee weapons (other than pickaxes) playing their impact animation despite not hitting anything
4 Months Ago
fix 2
4 Months Ago
Track execution time per invokes
4 Months Ago
flame spread fix candidate
4 Months Ago
Update fpxr + bindings
4 Months Ago
Enemies can pick up objects, logic tweaks
4 Months Ago
Use UpperCamelCase naming (same as our other stuff), static linking
4 Months Ago
Add subtle wind offset and sway
4 Months Ago
Disable rendering of scene object before deleting it, usually good practice because delete is a frame behind
4 Months Ago
blunderbus viewmodel animations export and animated camera setup
4 Months Ago
Add MeshComponent.HideInGame, usually for clips or triggers
4 Months Ago
merge from heli_global_bridge_client_fix
4 Months Ago
restoring 97366 merge from heli_global_bridge_client_fix
4 Months Ago
merge from wiretool_fixes2
4 Months Ago
EnumControlWidget supports multi edit https://files.facepunch.com/layla/1b1511b1/sbox-dev_eZLBW8jHHL.mp4
4 Months Ago
Test velocity relative to ground normal in CheckGround() (#64)
4 Months Ago
While grounded, keep position 1 unit above ground (#64)
4 Months Ago
merge from hackweek_renderlod_collapse
4 Months Ago
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4 Months Ago
merge from horse_fixes
4 Months Ago
merge from cargo_time_hotfix
4 Months Ago
move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore
4 Months Ago
merge from missing_lightlod_finder
4 Months Ago
Changing primitive type of mesh now works with multiple selection
4 Months Ago
3rd person eject fix
4 Months Ago
Same thing for no shadow lights missing their AmbientLightLOD component
4 Months Ago
Added a tool iterating over all the project prefabs, flagging any lights with shadow enabled and no LightLOD component (found a shitton of potential issues)
4 Months Ago
SKS attachments and FX
4 Months Ago
Wrong docs
4 Months Ago
Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
4 Months Ago
Use enum for now
4 Months Ago
openxr_loader lib Add Facepunch.XR native library Initial bindings to Facepunch.XR
4 Months Ago
Reimplemented movement tilt
4 Months Ago
Support multiple scene mesh export to vmdl https://files.facepunch.com/layla/1b1511b1/sbox-dev_KtN4e3locJ.png
4 Months Ago
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
4 Months Ago
scene for testing movement on angled track pieces, remove shake from camera, some tutorial map work and welcome message, blend file updates
4 Months Ago
Added smooth time. New direction calculations
4 Months Ago
Only enable motion if we're the owner (or we don't network bodies)
4 Months Ago
Heli now sways rotation
4 Months Ago
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
4 Months Ago
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4 Months Ago
Initial experiment with networked Model Physics
4 Months Ago
save/restore sceneview layout
4 Months Ago
master house wip
4 Months Ago
Actually apply TimeSinceFootstepEvent Stop reacting to our own footsteps General cleanup Give the other guy a patrol path so he can return to it after battering the crackhead Update AI playground scene
4 Months Ago
Score, basic HUD
4 Months Ago
Helper utility to walk AI actors to a set destination (RTS style) Refactor AttackingState to be derived from Chase, AI can fight eachother kinda now Fallback for if the attacker lost its target somehow AI broadcast footstep stimuli too