243,199 Commits over 3,898 Days - 2.60cph!

Yesterday
Mag drop stuff
Yesterday
Merge from main
Yesterday
Fixed ADS shell ejection anim event. Mag eject event hits right when the mag scaling begins.
Yesterday
Fixed above ground pool water being invisible inside canyons
Yesterday
Mag drop.
Yesterday
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Yesterday
Tags tables Category table Package update Remove deprecated packages
Yesterday
Unparented mag drop from the bolt.
Yesterday
Barrel attachment offsets Ejection tweak.
Yesterday
Also hide side flash in ADS.
Leaderboard backup, run #15077
Yesterday
Add ThirdPersonBody to Camera Feature Merge pull request #3 from Retroeer/main Add ThirdPersonBody to Camera Feature
Yesterday
Bounding box fix.
Yesterday
Various viewmodel fx polish/fixes.
Yesterday
Anim event fix.
Yesterday
World space fix.
Yesterday
Fix the conveyor belt in player_controller_physics
Yesterday
Remove extra quat normalize that isn't doing anything
Yesterday
Normalize quaternions in AddPoses to prevent drift in model space blending
Yesterday
Accesorized SMG fx tweaks
Yesterday
Citizen/animgraph: improve look & feel of turning while moving https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement)
Yesterday
compile fix
Yesterday
merge from siege_weapons
Yesterday
Code cleanup, comments Deleted old prefabs
Yesterday
Ballista reloading client prediction
Yesterday
Parent merge
Yesterday
Fix UI sounds still playing spatially.
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Don't early out of model collider when there isn't a bone for part
Yesterday
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Yesterday
BallistaGun now inherits from BaseVehicleSeat and is spawned as a seat Fixes a lot of annoying issues and decouples it even more
Yesterday
Add jsoncpp so we can read/write json properly without fucking around with kv3 Add CMapGameObject map node with managed counter part that wraps a GameObject * Hammer world's Scene uses HammerSceneEditorSession * Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now * Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos * More explicit HammerEvents. Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values * MapGameObjects can be tied to MapMesh and generate model geometry Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly QOutliner: Remove hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away [~] ModelRenderer don't default to box if Model is null InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject ) Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs) When tying a MapMesh to a MapGameObject add ModelRenderer and ModelCollider automatically Don't need these Hammer prefab templates anymore Add "Create Game Object" button to Hammer outliner HammerMesh component, explicitly set on GameObjects that have a map mesh attached
Yesterday
dev_grid material
Yesterday
Fog TAA cherry pick with the new changes we have on fog lightbinner, removes fog clipmaps entirely too
Yesterday
SMG muzzle prefab updates & regression fixes.
Yesterday
Merge from main
Yesterday
adjustment
Yesterday
Allow physics shape to associate with a bone index so SceneTraceResult.Bone works when hitting physics shape, as the summary suggests https://files.facepunch.com/layla/1b3111b1/sbox-dev_016MWrhQrI.mp4
Yesterday
2d update and sounds
Yesterday
Icon updates
Yesterday
Remove the need for CGameTrace and delete it, the less trace result structs we have, the better
Yesterday
merge from qol_io_arrows -> main
Yesterday
Add ability for IO arrows to be offset per port - made water barrel top arrow offset to make it easier to see
Yesterday
merge from gesturepack
Yesterday
merge from flashlightfixes/fulloverhaul
Yesterday
merge from mixingtable_click
Yesterday
Handle entities that have IO implemented as a separate child entity - calculate the offset between the child & parent - manually offset IO ports to account for this
Yesterday
Added end caps to ropes