183,211 Commits over 3,136 Days - 2.43cph!

24 Days Ago
Fixed deploy anim on shotgun
24 Days Ago
Inform the ViewModel when reload is finished with anim parameter
24 Days Ago
fixed shotgun anims Merge branch 'main' of sbox-gunfight
24 Days Ago
Add screen shake post-vault
24 Days Ago
Fixed font sizes on hints and inventory
24 Days Ago
Removed reachedVertically, just decrease forward vault offset
24 Days Ago
Add vaulting mechanic, accompanying hud hint https://files.facepunch.com/devultj/1b1011b1/sbox-dev_AO3NAq7ExA.mp4
24 Days Ago
Fixed client not getting Mechanic.IsActive correctly
24 Days Ago
Rewrite player controller, with thanks to Boomer, with mechanics in mind, rewrote duck/slide
24 Days Ago
Fixed Burst firemode spamming dryfire sound. Not sure why that was there..
24 Days Ago
Fixed NRE while the player has no weapons
24 Days Ago
Started boilerplate for gamemodes
24 Days Ago
Weapon adjustments
24 Days Ago
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24 Days Ago
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24 Days Ago
In-game leaderboard UI tweaks with title / player count https://files.facepunch.com/ziks/1b1011b1/sbox_zdvdjjzfiN.png
24 Days Ago
Compiler notices
24 Days Ago
Add shader asset type and empty resource compiler for it
24 Days Ago
Remove old in-game dev notice since the editor has made that shit redundant
24 Days Ago
Strip out old shader notification stuff Configurable icon, stop timer when running is false
24 Days Ago
Show compile errors Tweak the error reporting Show log if you click on the shader notification
24 Days Ago
top down bullets etc pixel player and more enemies
24 Days Ago
Flesh out notice system Add fps_max_inactive, replaces engine_no_focus_sleep I want the editor to run pretty much normally when I'm using another window - but I still want it to operate at a decent frame rate.. so I've set the default to 90fps. This means that it won't be breaking its back to do 500fps when tabbed, but stuff should still operate fine.
24 Days Ago
Example accordion-ish UI with collapsible sections that animate when opening/closing
24 Days Ago
Allow scaling flex elements to support animations and whatever else
24 Days Ago
Reload shader after compile Re-render tool views - even if we're not the active window - because I might be editing shit and watching the window Move shadercache folder to /.source2/shadercache so we know it can be deleted
24 Days Ago
Update shaderproc path
24 Days Ago
can compile all_shaders.txt
25 Days Ago
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25 Days Ago
Don't use InputHint for InventoryIcon
25 Days Ago
Restored InputHint functionality lost from Spire Add HudHints panel, add reload hint
25 Days Ago
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25 Days Ago
Moved inventory bar, hide active weapon
25 Days Ago
Simplify InventoryIcon button fetching
25 Days Ago
Game end RenderScene lighting & style adjustments
25 Days Ago
Cleanup Fixed "overrides/implements" not appearing without a summary DeclaringType handles constructed generics Update certain fields after all types are added Experiment: Display member attributes Fix errors when overrides/implements is a core type
25 Days Ago
Don't ship all the shader source in Steam builds
25 Days Ago
25 Days Ago
Add MainThread.Queue Send json progress from vfxcompile Fix couldn't find error shader Delete src/shaders
25 Days Ago
Add scroll to item list Fix item buttons expanding to full height
25 Days Ago
Fix issues with legs not setting clothing from children initially
25 Days Ago
Tooltips transparent backgrounds Fix shaders saving in the wrong place Spread the work units a bit better Mocking notification system
25 Days Ago
Added the health-based blood drip for IRIS players
25 Days Ago
Remove bounce effect when customizing Render scene lighting & fog adjustments Improve look of trailpass tab
25 Days Ago
Remove OnSecond async task Potentially fix odd bug Add static list for blood particles, clear them all on round start Merge branch 'main' of sbox-hidden
25 Days Ago
Only Destroy blood when we say
25 Days Ago
Reduce the decal splatter count
25 Days Ago
Trackie Bottoms + small texture adjustments