251,082 Commits over 3,959 Days - 2.64cph!

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
8 Months Ago
Made scrap transport lighting not be so performance heavy. Scrap transport instrument panel lighting tweaks. More gauge focused.
8 Months Ago
Rotor wash final distance and visual iteration.
8 Months Ago
v_usp: various changes, see commit comment • same state machine logic improvements recently made to v_mp5 • sprint now has additive in/out transitions • moved holster animation earlier in the chain of modules so it can get affected by movement & aim additives • removed obsolete explicit references to the MP5 sources that were made before shared animations were standardised
8 Months Ago
Revamped CH47 lighting. CH47 interior lighting no longer performance hogs everybody within network range. FlaslightFlare_HDRSphere material fix. (Seemed to not render anymore.)
8 Months Ago
Small RotorWash variant. Updated ground effects on all remaining helis.
8 Months Ago
Spring cleaning folder structure Remove a bunch of unused assets Organize player code Globals
8 Months Ago
Include "reserved" in serverinfo to see how many reserved slots are active Add `print_reserved_slots` to see how much time each reserved slot has left
8 Months Ago
Define max hp, max armor in code, fix some compiler warnings
8 Months Ago
more grass pieces, blend file, wall collection prefab, alleyslope progress
8 Months Ago
When losing helmet, helmet gets detached off the player
8 Months Ago
Actually apply the fix for division by 0 :pensive:
8 Months Ago
Fix equipment holster NRE
8 Months Ago
Forklift and Dumpster blockouts
8 Months Ago
Fix potential division by 0 when parsing MP3 files
8 Months Ago
New Outfit Piece(s) - Gasmask and War Helmet! Army Outfit bits for citizen https://files.facepunch.com/daniel/1b0711b1/sbox-dev_betGBfBGKO.jpg LODs coming next.
8 Months Ago
WIP
8 Months Ago
- underwater particle effect systems - maintaining neutral buoyancy and stability forces when body is not sleeping
8 Months Ago
removed unecessary gc alloc in construction socket tests
8 Months Ago
player update. setup chainsaw 3p anim set
8 Months Ago
Broken vendor travel Hardcoded turning radius
8 Months Ago
Show dropped C4 on minimap when CTs spot it
8 Months Ago
rename tower collection, wall collection prefab
8 Months Ago
decoy_grenade vfx updates added @benobox 's new scorchmark added small explosion on death state (needs audio)
8 Months Ago
EVEN MORE CALLOUTS
8 Months Ago
Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png
8 Months Ago
Show planted c4 on the minimap when spotted, swap icon
8 Months Ago
Fix hotloading GameEvent Allow states transitioning to themselves
8 Months Ago
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading This probably doesn't matter: Move changes to CLuaObject to the bottom Fix even more potential crashes with NPCs driving vehicles Forgot this file for gmod_uncache_test
8 Months Ago
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading This probably doesn't matter: Move changes to CLuaObject to the bottom Fix even more potential crashes with NPCs driving vehicles Forgot this file for gmod_uncache_test
8 Months Ago
alleyslope updates, caution tape models, change towers folder to collections
8 Months Ago
material improvements for storage warehouse
8 Months Ago
vendor truck wip model and basic materials
8 Months Ago
Show enemy players on radar when seen (or recently seen)
8 Months Ago
Small grenade scorchmark Merge branch 'main' of sbox-assets
8 Months Ago
Added test fur trim setup to viewmodel
8 Months Ago
Tweak when states activate / deactivate
8 Months Ago
Allow nested states
8 Months Ago
cherrypicking fishing_village_vendor_loadfix
8 Months Ago
Also include the screen border effect when in debug camera Minor cleanup
8 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug
8 Months Ago
Show the demo UI whilst recording when in debug camera
8 Months Ago
Added a popup warning the user if they're about to overwrite a demo with the same name
8 Months Ago
Digital, float, vector2 input state fetching