248,635 Commits over 3,928 Days - 2.64cph!

31 Days Ago
Hide game packages that don't have cll files until they update
31 Days Ago
Hackfix: skip bootstrap smoke test at the start - Key here is skipping error logs, since they trigger test failures. Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control. Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
31 Days Ago
- Removed doubled stats prefab - More logging - Setup feed object parent
31 Days Ago
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
31 Days Ago
Added camera positions to Ginnle Added Rubert Voice Lines for quest complete and hooked up SpeakingObjects
32 Days Ago
Give better titles to collider trigger actions
32 Days Ago
Add Collider.OnObjectTriggerEnter/OnObjectTriggerExit
32 Days Ago
enabled damage layer on all siege tower materials with detailLayer
32 Days Ago
Timer no longer displays in hub levels UI cleanup Fix dialogue not set errors in intro area
32 Days Ago
Buildfix: added missing namespace qualifier Tests: none, trivial change
32 Days Ago
Stop NRE on clearing feed
32 Days Ago
Get admin panel stats instance properly
32 Days Ago
adding damaged materials for the ram shell
32 Days Ago
Bugfix: resolve location of asset bundles when running standalone perf test - Also symlinking server bundles instead of client, for now Tests: ran the LoadProcTest, no more logs of failing to open bundles
32 Days Ago
ram bucket texture upres - 1k feels a tad lowres for a focal point object
32 Days Ago
fixed incorrect material definition on battering ram rear door LOD2
32 Days Ago
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32 Days Ago
merge from creativemode_io_text
32 Days Ago
Change facepunch.sandbox test to facepunch.walker
32 Days Ago
Only show the creative mode text when a pending wire is active
32 Days Ago
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
32 Days Ago
Adjusted finishline Widemode for cameraintro Sort leaderboard correctly Hide items on platform runs Fix missing logo on intro Move to tutorial after intro Move map icons to /ui Update .sboxproj
32 Days Ago
Disable package tests that don't have code archives (garry.testbed, carsonk.voip_roulette)
32 Days Ago
Lets handle package startup errors a bit better, shutdown properly, popup an error
32 Days Ago
icreased grid resolution further
32 Days Ago
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
32 Days Ago
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32 Days Ago
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32 Days Ago
Added placeholder damage and damage script to catapult
32 Days Ago
Merge: from main Tests: none (big merge, going to fix any issues in follow up commits)
32 Days Ago
Bunch of compile fixes
32 Days Ago
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32 Days Ago
Report build errors
32 Days Ago
Remove rigidbodies from menu-main scene
32 Days Ago
decal component
32 Days Ago
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32 Days Ago
merge from teslacoil_tweaks
32 Days Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
32 Days Ago
Filter out .dll when downloading packages Compile and load code on package download
32 Days Ago
merge from main
32 Days Ago
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32 Days Ago
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32 Days Ago
Fixed battering ram door wheels culling, set to isDynamic
32 Days Ago
Merge from hackweek_car_radio
32 Days Ago
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
32 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
32 Days Ago
fixed entity bounds on ice sculpture
32 Days Ago
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32 Days Ago
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32 Days Ago
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