250,746 Commits over 3,959 Days - 2.64cph!

7 Months Ago
Skinned renderer merges child descendants so everything gets merged to a root merge target https://files.facepunch.com/layla/1b1611b1/sbox-dev_aMH7Swm3RU.mp4 Fix prop trying to access gameobject of destroyed component when breaking into components
7 Months Ago
USP + SD fire rate increase
7 Months Ago
added money burst fx https://files.facepunch.com/jason/1b1611b1/sbox-dev_4eKmd7ZWkP.mp4
7 Months Ago
Attach money trail prefab to world cash bag
7 Months Ago
added money particles https://files.facepunch.com/jason/1b1611b1/sbox-dev_7gTafzrWDd.mp4
7 Months Ago
Fix pinch gesture not disabling follow player
7 Months Ago
Add in the map grid based on the shader from the game (hopefully fixes the grid not matching the game soemtimes too?)
7 Months Ago
kickstand tweak, removed unused sidecar model placeholder
7 Months Ago
Unlimited money in cash grab
7 Months Ago
Add a bunch of cash grab points and extracts The last cash point can't be the next cash point
7 Months Ago
Add gizmos for cash points & extracts
7 Months Ago
Add screen overlay when spawn protection is active
7 Months Ago
Cash grab uses spawn protection when respawns are enabled, can only buy in spawn protection
7 Months Ago
Fix it properly Add hud marker for extracts Cash point shows a hud marker if the cash is spawning soon
7 Months Ago
Fix NRE when shooting at the sky
7 Months Ago
Add support for input hints on marker objects, expose LookOpacity
7 Months Ago
Refactor markers a bit, support icons on any marker, remove MarkerFrame, remove CashBagMarkerPanel, GrenadeMarkerPanel,
7 Months Ago
Animgraph: Fix aim matrix pitch not calculating correct weights
7 Months Ago
Animgraph: Add support for face direction parameters in mover node Animgraph: Add support for turn to face parameters in turn helper node
7 Months Ago
Teleport keyframed colliders when interpolation is cleared https://files.facepunch.com/layla/1b1611b1/sbox-dev_A3vzpv1ell.mp4
7 Months Ago
Unlink component game object at the end of destroy so component IsValid is false after destroying it
7 Months Ago
Fix skinned renderer not bone merging children if it's bone merged itself
7 Months Ago
Re-implement ballistics penetration, we have thickness per-object hit, and proper exit points https://files.facepunch.com/tony/1b1511b1/sbox-dev_SF6yRUOMH6.jpg Super cruddy basic DebugOverlay
7 Months Ago
Controller rumble settings
7 Months Ago
Updated test scene
7 Months Ago
Restore my lost scene hierarchy changes for the third time
7 Months Ago
WIP test map Not ready to play yet. Merge branch 'main' of sbox-hc1
7 Months Ago
Prop.CreateGibs returns the list of gibs
7 Months Ago
Make CubemapFog material still be configurable, take it straight from the skybox if it's null
7 Months Ago
Drop object create and grid snap in one place instead of everywhere Add ParticleSystem.Bounds to get static bounds of the resource Add ParticleSystem.LoadAsync Add ParticleDropObject https://files.facepunch.com/layla/1b1511b1/sbox-dev_vLyJncgR0y.mp4
7 Months Ago
Cubemap fog just takes material from current skybox https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4
7 Months Ago
map updates - figuring out catwalk
7 Months Ago
Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper
7 Months Ago
Define win state for cash grab
7 Months Ago
Add EquipmentDropper.Categories so we can define which slots drop on death
7 Months Ago
Transition to picked up state when someone picks up the cash Add CashPointTracker.Cleanup Add CleanUpCashPoint rule Add CashPointBagExtractedEvent, ListenForExtract, we have a working flow now Don't shrink scores in team display
7 Months Ago
Can define dropped collider size for weapons
7 Months Ago
Added cash bag marker Some work on marker system to handle lifetime better
7 Months Ago
relic salad relic wristwatch font changes, button sfx medic helmet, vampire maracas fix timer death bug
7 Months Ago
Dispatch equipment drop/pickup events, change state copy behavior to grab from components on the weapon instead of expected components on the new weapon Track who's holding the cash bag Create a CashBag component on the dropped cash bag, so we can make markers for it
7 Months Ago
Fixed drone model orientation
7 Months Ago
Rename Operators team
7 Months Ago
de_g: More scene hierarchy changes
7 Months Ago
Rotate minimap icons based off player's yaw, or 0 if we're in full mode
7 Months Ago
Fixes, better state management for cash point Expose ExtractionPoint Trigger Add cash grab components
7 Months Ago
callout cleanup
7 Months Ago
scene updates added text in-map for callouts
7 Months Ago
de_g: Clean up scene hierarchy More work on cash grab, tracker, cash point, extraction point, game state rules
7 Months Ago
Create GameModeObject, for disabling game objects that we don't want for specific gamemodes de_g: Group up defuse related components in one gameobject, disable them if we're not playing defuse. Including all the bomb site marker decals
7 Months Ago
Add TeamScoring.ScoreFormat, to allow gamemodes to define scoring format Add currency scoring format to Cash Grab