251,075 Commits over 3,959 Days - 2.64cph!

8 Months Ago
FPArms: new shared sprint in/out additive transitions
8 Months Ago
Validate CurrentWeapon just in case
8 Months Ago
Add PickupResult, allow picking up several grenades (one of each type for now) Group weapons by slot, so grenades are in the same row
8 Months Ago
Clamped culling.entityUpdateRate minimum to 2 instead of 0.015 Setting this to a low value was causing culling issues (potential invisible players, animals...)
8 Months Ago
Add convars to all of profiling analytics - profiling_server to enable / disable feature (instead of relying on if upload url is provided) - profiling_{feature} for each part we measure
8 Months Ago
Don't apply damage multipliers to melee damage
8 Months Ago
Round up player marker health
8 Months Ago
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8 Months Ago
merge from main
8 Months Ago
industrial lightmap update
8 Months Ago
industrial updates
8 Months Ago
Refactor damage to pass around a damage event, only deconstruct into params over the network then reconstruct after (got plans for this)
8 Months Ago
Fix NRE in vertex bevel
8 Months Ago
Add rib select to edge selection
8 Months Ago
Fixed bots not receiving spawn confirmation New player marker style, shows weapons, HP, is smaller
8 Months Ago
Fix unity hook not working by moving it from GameSetup -> Bootstrap
8 Months Ago
Start splitting up half edge code to make it easier to maintain
8 Months Ago
Make C# hotspot editor a editor app, delete native version
8 Months Ago
Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable )
8 Months Ago
merge from main
8 Months Ago
industrial map updates
8 Months Ago
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8 Months Ago
Add recoil pattern stuff I made last year, but with less code, inline with control widget. Use serialized property instead of passing raw value around https://files.facepunch.com/tony/1b0911b1/sbox-dev_9FO7pS311F.png
8 Months Ago
Full revamp of Scrap Transport Heli damage FX, with different damage levels better represented in the instrument panel.
8 Months Ago
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8 Months Ago
Also only show push to talk input in push to talk activate mode
8 Months Ago
VoiceComponent.PushToTalkInput mark with InputAction attribute
8 Months Ago
dumpster dev meshes update and addition
8 Months Ago
Fix physics not using the correct per triangle (cell) surface for terrain https://files.facepunch.com/layla/1b0811b1/sbox-dev_KC7RvG3czd.mp4
8 Months Ago
Use solver hit normal when casting against heightfields, fixes player movement snagging on terrain
8 Months Ago
Move spread to the player, added DebugText
8 Months Ago
Unscrew default player movement
8 Months Ago
Ensure 4 surfaces are always set on terrain collision shape Make sure GetTriangleMaterial doesn't index outside of materials array
8 Months Ago
Calculate dominant control map indices to use for per triangle surface indices
8 Months Ago
Update terrain scene, add bullshit testing surfaces to terrain materials
8 Months Ago
Set terrain collision surfaces to storage material surfaces Allow shape surfaces to include null surfaces
8 Months Ago
Acceleration / max acceleration can be tweaked globally Add scoutzknivez map (wip)
8 Months Ago
Minimap styling changes
8 Months Ago
Don't have decoys show up if they were thrown by a friendly
8 Months Ago
Decoy grenades mimic an enemy on the minimap
8 Months Ago
Move gravity into global, add BunnyHopping, EnableFallDamage
8 Months Ago
Don't hardcode for Attack1 for the lock, use configured input actions Add planting bomb radio Team chat will pass through map location
8 Months Ago
Adjust AttackingWhileDeployed logic to clear properly when switching a weapon while in the lock
8 Months Ago
Fixed jump not being IsLocallyControlled checked
8 Months Ago
Don't think we need this anymore, fixes NRE when trying to fullscreen game/scene viewports
8 Months Ago
Don't box select while trying to use orbit camera controls
8 Months Ago
merge from main
8 Months Ago
Hitbox damage multiplier can be modified per-hitbox, expose this and armor reduction to global
8 Months Ago
Fixed ability to create an infinite destroy loop in QObject ToolWindowManager: don't delete a window if we're removing it as a result of it being deleted Add TypeLibrary.Create<T> that accepts args Add GizmoInstance.Clear Add DockManager.RaiseDock( Widget ) Move ShowCloseDialog to SceneEditorSession (it makes no sense on GameEditorSession) EditorMainWindow exists during startup, but made visible after startup Add Scene.Editor.FrameTo (replaces hacky "scene.frame" event) that doesn't work with multiple active scene sessions) Make SceneEditorSession.Tick a member Make SceneEditorSession .UpdateEditorTitle non static Create a SceneDock for each open scene Give playing scene tab a proper name Add SceneEditorSession.BringToFront() Don't try to save tool widget windows that have no name Hide GameEditorSession + PrefabEditorSession , (its confusing people), refactor, document Clean SceneViewWidget a bit Use a different icon for prefab scenes
8 Months Ago
map wip speculative theme pass