223,523 Commits over 3,684 Days - 2.53cph!

Yesterday
merge from fix_place_foundation_under_floor/roof
Yesterday
merge from reduce_server_tags/compact
Yesterday
merge from tutorial_terrain_splat_issues
Yesterday
Fix index out of range sometimes when clicking on the clan announcement textbox for editing Fix clicking on the clan announcement textbox not being able to put the caret right at the end of the text
Yesterday
New Hair + Space Suit LODs
Yesterday
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
Yesterday
Fix horses occassionally being hit twice by bullets & dealing an extra +50% damage to them - raised density to 100 = no bullet penetration
Yesterday
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
Yesterday
Missed pathing files
Yesterday
Ported over a bunch of pathing code from Bradley Swapped wheelbase to that of a Ford Transit :O
Yesterday
Use interfaces instead of attributes Unused GameObject.PreRender Component.OnStart works on components that don't implement OnUpdate
Yesterday
Added Ackermann steering to target
Yesterday
Client IO lines parenting (missed some files)
Yesterday
Yesterday
Client IO lines parenting wip: wires placed on doors are now properly parented and will follow as they open and close
Yesterday
Swap to BaseEntity Added scene to scene loader Shock and tire animation swapped to clientside Cleaned up vendor scenes
Yesterday
Initial test scene and client and server script setup
Yesterday
Fix ammo being dropped on the ground when unloading a weapon with a full inventory
Yesterday
█▌▉▆▉ ██▍▋▍ ▌▆▆▊▌ ▋▊▄█▌
Yesterday
▍▉▌ ▄▅▉ ▄█▊▊▄▉▉▅▅▅ '▆███▉▊▋▍▋' (▋▅▉ ▉▊▍▅▄▇▌▄▍ ▉▇▍▄▊▍▍), ▊▅▅▅█ ▋▊▆▌▌▆▇▋▍ ▇▇██▍▄▊ ▍█▅ ▆▄▆▊▄██▍▋▌ ▇▊▉▄▅ ▌▍▊▇, ▆▄▉▇▍▆ ▍▉▉▋ ▍▆▊▊ ▍▌▇█▄▅▇█▇▊▍
Yesterday
merge from harmony2_3
Yesterday
Start doing some stats for maps
Yesterday
merge from fix_spawn_map_entities
Yesterday
merge from fix_safezone_backpack_drop
Yesterday
Bullets point towards lerped direction, not raw input
Yesterday
Fixed projectile collisions being funky, disable main collider properly
Yesterday
Changed wire culling to per-pixel; disabled by default on materials
Yesterday
player update. exported setup L96 rifle animation set. made L96 holdtype override controller for it too
Yesterday
Don't update scene view camera input if the editor window isn't active (sbox-issues/issues/5383)
Yesterday
Implement haptics for shooting Trigger haptics when taking damage
Yesterday
Haptics NRE fix Clamp haptic motor values where appropriate, matching existing behaviour
Yesterday
Start on pickup system, refactor shooting a bit to support haptics
Yesterday
Basic controller haptics (#1498) Allows for controller haptics based on haptic events. ```cs public static void TriggerHaptics( HapticEffect pattern, float lengthScale = 1.0f, float frequencyScale = 1.0f, float amplitudeScale = 1.0f ) ``` e.g. ```cs Input.TriggerHaptics( HapticEffect.HardImpact ); ```
Yesterday
Make new vgui.Create errors non halting Because of course mods are already doing silly stuff. Fixed Lua being able to make the main menu black on disconnect Fixed a warning about "Invalid texture id -1" on disconnect Fix certain detail props not rendering on maps with more than 65k of em
Yesterday
Formatting changes
Yesterday
Shadergraph: Add OneMinus node
Yesterday
Yesterday
Link.TryGetConstant() / TryGetVariable()
Yesterday
Haptic effect support for VR
Yesterday
Squash history, update for SDL Docs, cleanup Apply LengthScale Update haptics per-controller Scoped haptics support Vibrations -> Haptics, wrap patterns inside an event to simplify API e.g. ```cs Input.TriggerHaptics( HapticEffect.HardImpact ); ``` Docs update
Yesterday
Automatically remove unlinked nested nodes
Yesterday
Yesterday
Shadergraph: float2 and float3 can specify ranges
Yesterday
Clean up Gizmo arrow on zones
Yesterday
Added support for saving of database and removing items
Yesterday
Codegen applies attributes if OnUpdate, OnFixedUpdate or OnPreRender are implemented Only call OnUpdate, OnFixedUpdate, OnPreRender on components that implement them. Also call them flat instead of recursing every GO 3 times
Yesterday
Check for checkpoints for finish Different checkpoint color Reset everything on finish
Yesterday
Get rid of LinkSource, just use nested nodes
Yesterday
Yesterday
If started but haven't reached checkpoint return to start Checkpoint ui Support checkpoint ui + reset checkpoints when return to the start