246,691 Commits over 3,928 Days - 2.62cph!

4 Days Ago
manifest
4 Days Ago
basic IO setup of sculpture - temp port positions, can just use On flag to toggle lights
4 Days Ago
Upgrader basics
4 Days Ago
New: support xml-style errors from API Allows to see more details about what's going wrong with the request(Azure SAS errors are xml) Tests: got the SAS error locally, saw the logs in ServerManager Bugfix: don't use a closed stream when retrying backup uploading If we fail the upload at the point of consuming the stream (so passed backupBegin), it will close the stream and fall over on Position call, making retries useless. Tests: when running own server it was erroring out on retries with stream closed exception - not anymore. Bugfix: Don't wait after last upload retry Tests: Saw the uploads fail, didn't see the log after last attempt. Update: renamed file back to BackupData I shouldn't have renamed it in the first place. Clean: removing obsolete property Tests: local run was able to upload files
4 Days Ago
viewmodel wooden shield animaionns edited
4 Days Ago
Compile fix
4 Days Ago
Move PlayerController.Animation behaviour to MoveMode
4 Days Ago
merge from twitch_rivals_2024/twitch_rivals_flag
4 Days Ago
Drop the flag on death Make sure it stays upright when dropped: added a new center of mass override setting for dropped items
4 Days Ago
Punch card
4 Days Ago
merge from fix_telephone_grid -> main
4 Days Ago
viewmodel metal shield anims updated so the arm is visible
4 Days Ago
Add an alternate render method
4 Days Ago
Switch telephone to using the MapHelper class
4 Days Ago
merge from main
4 Days Ago
Add `printgrid` command to debug position -> grid name code
4 Days Ago
Refactor teleport2grid so finding map grid based on string is inside MapHelper.cs
4 Days Ago
Dynamic NavMesh Obstacles (#1706) Allows to block of certain areas of the navmesh both in editor and at runtime. For this we introduce and expose the concept of **navmesh areas**. Areas can affect navmesh generation and agent behavior/pathing. ### Details - Accomplished by implementing a tile cache that stores an intermediate representation of the navmesh - The intermediate representation can be used to modify & remove areas of the navmesh. - Modifying the intermediate state is magnitudes cheaper than rebuilding the navmesh from scratch. - Static areas are basically free. - Moving areas are a bit more expensive, but you should be able to have at least a couple of dozens of them - The area's shape is defined by a (trigger) collider that can be linked to a nav area component https://files.facepunch.com/lolleko/1b2911b1/sbox-dev_JTOOu8AAeA.png https://files.facepunch.com/lolleko/1b2911b1/sbox-dev_3XdDSxj7Ly.mp4 https://files.facepunch.com/lolleko/1b2511b1/sbox-dev_XBNEUDAPfh.mp4 https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4 ### Summary Allows to create a navmesh area, link it to a (trigger) collider & set it to blocking to create an obstacle. In the future we can expand on area functionality: custom tags, local navmesh generation parameters...
4 Days Ago
Fix NRE on editor shutdown
4 Days Ago
merge from wallpaper_analytics -> main
4 Days Ago
Add analytics when spraycan is used to change entity skin in the world
4 Days Ago
Log skin id of any entity submitted to analytics
4 Days Ago
Ice shader: add tangent reconstruction normals will now behave properly, improve parallax offset calculation, and add frost min/mid/max sliders.
4 Days Ago
merge from main -> wallpaper_analytics
4 Days Ago
fix codegen (used changes from different branch)
4 Days Ago
merge from main -> wallpaper_analytics
4 Days Ago
adjusted toolgun.entity lod distances to match worldmodel prefab values to fix harsh lod transitioning
4 Days Ago
Fix NavmeshArea.IsBlocking not toggling state
4 Days Ago
Lock high priority network queue behind convar `high_priority_network_queue`
4 Days Ago
merge from main -> network_queue_priority
4 Days Ago
codegen
4 Days Ago
GameObject serializing survives when a child is somehow added during serialization
4 Days Ago
merge from twitch_rivals_2024/twitch_rivals_flag
4 Days Ago
merge from /flashlightfixes/fulloverhaul
4 Days Ago
merge from landmine_disarm_explode_bugfix
4 Days Ago
more balancing zoom perk
Leaderboard backup, run #15749
5 Days Ago
Dir change
5 Days Ago
Experimental invoke based reload system tests
5 Days Ago
Backups/unsaved
5 Days Ago
balancing fix cursor hotspots attack satellite perk balancing
5 Days Ago
Fixed showing the wrong other inventory :facepalm:
5 Days Ago
Fix NRE in color picker when there's no parent
5 Days Ago
Fuck it Fixed PlayedCards grouping target cards based on who played the card, not who they are targeting
5 Days Ago
Bday 11 poster scene tweaks + backups
5 Days Ago
Can distinguish targeted cards in PlayedCards panel, as well as global cards
5 Days Ago
Merge from shields
5 Days Ago
initial implementation of targeted cards flow
5 Days Ago
Fixed duck
5 Days Ago
Deselect card