249,795 Commits over 3,959 Days - 2.63cph!

6 Days Ago
Rat: add grounded checks instead of arbitrary timing
6 Days Ago
Add some debug stuff to mover
6 Days Ago
Bugfix: more NRE reductions in server-demo - Skip VoiceData and other messages that we can't support in editor environment (or don't want to) - Properly "disconnect" player when entity is being destroyed - "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move). Tests: played back the same client demo, saaw the reduction in errors
6 Days Ago
Added Viewmodel Renderers to arm and arrow parts
6 Days Ago
adjusted metal_details trans map
6 Days Ago
Add rat weapon that throws a rat
6 Days Ago
Fixed horse saddle stack sizes
6 Days Ago
Remove start and end duration on fractional reload
6 Days Ago
Removed RidableHorseAudio logs
6 Days Ago
Delete all this dota grass code
6 Days Ago
Rat NPC (doesn't hurt the player yet) Rat cleanup
6 Days Ago
Support pausing on Mover
6 Days Ago
Remove some test logs and make HasPermission available
6 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756
6 Days Ago
Revert "Fix unit tests getting the wrong envrionment var (not sure what changed)" This reverts commit ce247dd3bd66aaad88b3b73b8e8ab8297dc38d9d.
6 Days Ago
VR: clean up logging VR: Synchronization refactor, update Facepunch.XR to 1c1b65ae7ec5ef89ff2f1e508f4bcdbea58ebd3c Removes Sync() call, should remove jittering(!), and reduces unnecessary logging
6 Days Ago
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6 Days Ago
Add dump_scene concmd, puts a clone of the current scene onto the clipboard for debugging MapInstance: Don't delete all our children we've just received from the network snapshot Mounted VPKs are part of the snapshot, we need these mounted before we deserialize the received scene / networked objects
6 Days Ago
Adding extra bones to knight armour for burst cloth test
6 Days Ago
Return true in Connection.HasPermission if the connection is the host. We'll check user permissions from the config file for connections to a dedicated server.
6 Days Ago
User perms config Allow Json comments Add default users.json file and change structure of config Don't ignore game/config/users.json because we want to keep the default with comments
6 Days Ago
Reduce logging, improve what's left, remove Sync()
6 Days Ago
Investigate why test is running in wrong directory during ci
6 Days Ago
Tweak glock and mp5 recoil effects
6 Days Ago
tweaked skidding values
6 Days Ago
using pooled lists for disabling client/server collider interaction in-editor
6 Days Ago
Halve explosion shake duration Add CameraSetup component to control camera effects better Apply env shake using ICameraSetup, so we still shake even if we don't have a player Place viewmodel using ICameraSetup, applies camera shake to viewmodel Move camera shake effects to a GameSystem
6 Days Ago
Ignore null GameSystem's when shutting down - it might be null due to hotloading Add PlayerController.IEvents.OnJumped
6 Days Ago
Fix onkilled/ondied after merge
6 Days Ago
Merge from main
6 Days Ago
Merge from main
6 Days Ago
Fix error when updating docs Fix user not changing when changing pages (fixes sbox-issues/issues/7332) Fix some types not showing on index Fix asset license selection (fixes sbox-issues/issues/6835)
6 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756
6 Days Ago
Fixed a merge error
6 Days Ago
Protocol++
6 Days Ago
Improve networked scene changing by simplifying it and no longer reusing the handshake process
6 Days Ago
Scene changing working again nicely. Use DisconnectScope() when clearing scene/disconnecting on play mode exit to keep other clients functioning properly
6 Days Ago
Pose backups
Leaderboard backup, run #16733
6 Days Ago
First pass on a new type of NPC that has a generic list of missions Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission Autofill icon fields, autofill translation token fields when making new objectives
6 Days Ago
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
6 Days Ago
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest) Cuts out around 7 clicks when creating a mission from scratch
6 Days Ago
move pos target shoot/impact particles blood spurt blood decal blood drop
6 Days Ago
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
6 Days Ago
Fixed catapult colliders scale
6 Days Ago
Siege tower damage renderer Ballista physics mat
6 Days Ago
merge from primitive
6 Days Ago
Compile fix
6 Days Ago
merge from primitive
6 Days Ago
Unsaved mat change