247,218 Commits over 3,928 Days - 2.62cph!

11 Days Ago
Undo the subtract
11 Days Ago
Additional spawn
11 Days Ago
Quick nasty random lobby joiner util Fixed weapon code being ran non-locally
11 Days Ago
Update: change indent_style to 4 spaces Tests: regenerated projects and tabbed a couple times - it's spaces
11 Days Ago
Don't perform round loop spawner if we're the editor
11 Days Ago
Arena one map
11 Days Ago
Update: PerfFwkManager can switch scenes - Done via a basic command interpreter (same as ConsoleSystem, just supporting coroutines) - renamed PerfFwk.IsReady to IsDone Tests: ran the LoadProcTest - asserts validated the switch is done, but no proc gen happening yet
11 Days Ago
Phase sounds
11 Days Ago
merge from main
11 Days Ago
Fixed HUD colors
11 Days Ago
UI styling
11 Days Ago
Use spine3 twice in spinebone list (temp solution for spineIK errors)
11 Days Ago
Docs, player HP, fixed round_loop prefab having two combat managers
11 Days Ago
better gibs and saved better icon position
11 Days Ago
player_model prefab work
11 Days Ago
Define OnPlayerSpawned - create PlayerSpawning component, which looks for an unoccupied spawn point
11 Days Ago
Remove now uneeded sound defs.
11 Days Ago
Start prep phase when enough players join Flow into combat
11 Days Ago
Fix double ifdef
11 Days Ago
Optimize by caching GJK simplexes when rasterizing obstacles
11 Days Ago
Refactor to remove duplication.
11 Days Ago
Show player count and required player count
11 Days Ago
Effects
12 Days Ago
vpk
12 Days Ago
Forgot to delete this
12 Days Ago
Update .gitattributes
12 Days Ago
Test arena map
12 Days Ago
Round UI, scene camera
12 Days Ago
More minor cleanups Check allocated edict count before allocating more this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
12 Days Ago
Show building blocked message in upgrade menu.
12 Days Ago
Event decides where player spawns Use a scene tag to define if a scene is an arena, create prefab instead of holding stuff in each scene
12 Days Ago
Give box collider support to trigger radiation: - Ensured modding radiation cubes work - Applied Cube Prefabs
12 Days Ago
Fixed SceneInformation not saving SceneTags metadata
12 Days Ago
merge ice_sculpture -> main
12 Days Ago
updated ice sculpture icon - updated render scene as it needs custom tweaking to get an icon rendered
12 Days Ago
Don't spawn the player until we hit combat phase, kill local player if we exit combat phase
12 Days Ago
Catapult projectiles cleanup
12 Days Ago
Added new ballista bolt items
12 Days Ago
Compile fix
12 Days Ago
ice sculpture pedestal gibs first pass
12 Days Ago
Ammo in hud
12 Days Ago
re-baked construction guide mesh
12 Days Ago
Fixed multiplayer
12 Days Ago
update deployment bounds
12 Days Ago
Layer exclusions when upgrading
12 Days Ago
mesh collision for ice sculpture pedestal
12 Days Ago
Base hud, fetch scene camera in-world instead of having one on the player, weapon is placed manually in PreRender
12 Days Ago
Experiment with arbitrary physics shapes as navmesh obstacles Performance is not good, needs more optimization to be viable. https://files.facepunch.com/lolleko/1b2611b1/sbox-dev_i7IaHMmjKv.mp4
12 Days Ago
merge from main
12 Days Ago
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