240,744 Commits over 3,867 Days - 2.59cph!

2 Days Ago
Better physics setup (placeholder wheel movements) Added push intertaction
2 Days Ago
Combined the best of the two cameras. Camera follows the forward vector when not moving the mouse
2 Days Ago
Remove old spline leave code
2 Days Ago
Fix plug dimensions Hacky fix for weird scale of bitwise or node icon Link pulse colors for Boolean / null / Color types https://files.facepunch.com/ziks/2024-10-02/sbox-dev_pT2RtiTvKq.mp4 https://files.facepunch.com/ziks/2024-10-02/sbox-dev_S1OdYgxDUi.mp4
2 Days Ago
Support bodygroup attachments, add EligibleEquipment, IsUniversal
2 Days Ago
Use localized entity names for bouncy ball, sandbox editor entities Removed unused variables in Problems panels Removed duplicates in localization files Fixed missing wooden ladder footsteps Jalopy wheel size change for new model So the visuals match with the physics better
2 Days Ago
Camera 2
2 Days Ago
Created player_gizmo vmdl DeathUI is now FadeUI and can be called externally Created SceneEntrance and SceneTrigger Components. Added scene triggers to intro area / platforming stages Fix CoinUI NRE
2 Days Ago
Perform strafe target check before bothering to enter orbit state
2 Days Ago
Remove arguments overloading in surface.SetDrawColor (#2125) * Remove arguments overload * Code styling
2 Days Ago
Unlock stat based map achievements
2 Days Ago
Asset type picker entries are now handled by AssetBrowser/CloudBrowser Open up asset locations https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_mXx146R80H.png Add all types to cloud browser Can only select one cloud asset type at once (or it'll mess with facets etc.) https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_1BIcVF3lFI.mp4 Order modes Add cloud browser to hammer Asset browser defaults to project assets path Update view mode icon when scrolling Disable Parent Directory button if we're in project assets root PathWidget fixes, separate segment update Remove AssetBrowserLocation.FromPath, unused Run OnPathEdited at the end of AssetBrowser ctor so we can disable Parent Directory button if needed
2 Days Ago
Prevent Bradley from instantly rejoining spline
2 Days Ago
tweaks to the viemodel reload anim based on feedback
2 Days Ago
Right click to clear, edit jiggle bones to have configurable angular limits
2 Days Ago
Clothing Updates
2 Days Ago
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
2 Days Ago
Update: Engine blend loop drops it's sound resources on disable Tests: none, trivial change (same type of change as previous)
2 Days Ago
Walker map project template
2 Days Ago
Update: Tree now drops it's sound resources on client destruction - It also drops the Gain mod when fading out sound loop during fall Tests: cut down a tree, saw relevant audio events in logs
2 Days Ago
More wip
2 Days Ago
Update: Traveling Vendor drops it's sound resources on client destruction Tests: none, trivial change (same type of change as previous)
2 Days Ago
Implement attachment point UI, button press selects a random eligible attachment
2 Days Ago
Update: Parachute and Sled drop their sound resources on destroy Tests: none, trivial changes (same type of change as previous)
2 Days Ago
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy Tests: none, trivial change (same type of change as previous)
2 Days Ago
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill - In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped - Train engine used to retain damage and engine reflection sounds (assume an accident/bug) Tests: none, trivial changes (same type of changes as previously)
2 Days Ago
TTT: Updated Turkish Localization (#2127) * TTT: Quickchat Fix in Turkish * Update turkish.lua * Update turkish.lua * Updated Turkish Properties
2 Days Ago
Update: CargoShip drops sounds resources on disable - Also added a couple convenience StopXSound methods, since it has a bunch of different sounds. Tests: none, trivial change (same type of change as before)
2 Days Ago
Update: Ferry drops it's sound resources when disabled Tests: none, trivial change (same type of change as previous)
2 Days Ago
Bugfix: PatrolHeli now releases modulators alongside the sounds Tests: none, trivial change
2 Days Ago
Clean up formatting More node UI tweaks https://files.facepunch.com/ziks/2024-10-02/sbox-dev_IOVG6YMt1f.png
2 Days Ago
Remove TimeOfDay from Scene serialization TimeOfDay now implements ISaveData and saves to World Added more Tree Types, spawning in their respective biomes Added distinction between grass/forest trees
2 Days Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
2 Days Ago
Update: Modular Vehicle drops sound resources on destruction Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.
2 Days Ago
Localization Support for key bindings. (#2126)
2 Days Ago
Fix exception when loading map, causing them to not be able to unload
2 Days Ago
Update: Helicopter now drops sound resources when disabled/retired - Also fixed a potential NRE when requesting a sound fails Tests: spawned an attack heli and flew around in it with jumping out at various stages. Also destroyed it to trigger sound recycling.
2 Days Ago
Bugfix: Bicycle now uses it's coasting sound when not pedaling Tests: rode the bicycle with pedaling on and off.
2 Days Ago
Update: Bycicle drops all sound resources when sound definition changes - Previously it tried to manage lifetime of modulators internally, but since we can pool it'll happen automatically now. Tests: rode the bike with jumping off during different moments. Noclipped away and back, redid same actions - all stable.
2 Days Ago
Create .editorconfig Lets try and see if this does anything useful
2 Days Ago
Gunsmith: display weapon from data Configure a couple of attachment points, create prefabs for charms, fix FP charm vmat Gunsmith: Camera controls, add charm resources
2 Days Ago
Fix possible NRE in PlugIn.OnPaint Add some more shortcuts to graph editors * Ctrl+D: duplicate selection * Esc: Clear selection * F: Frame on selection
2 Days Ago
Catapult reloading interaction wip
2 Days Ago
Fix wolves dying when they see a prey before the navmesh is built
2 Days Ago
Phrase update
2 Days Ago
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2 Days Ago
merge from store-ui-frontiersman
2 Days Ago
Frontiersman store page localization fixes
2 Days Ago
Further reduce ore count density by 15% to match release values
2 Days Ago
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for LightBinner::InitFromParent and disable fog shadows Make sure this is properly inlined to never trash cache Make fog lights buffer persistent with the volumetric fog's lifetime