249,462 Commits over 3,959 Days - 2.63cph!

2 Months Ago
Add ability for IO arrows to be offset per port - made water barrel top arrow offset to make it easier to see
2 Months Ago
merge from gesturepack
2 Months Ago
merge from flashlightfixes/fulloverhaul
2 Months Ago
merge from mixingtable_click
2 Months Ago
Handle entities that have IO implemented as a separate child entity - calculate the offset between the child & parent - manually offset IO ports to account for this
2 Months Ago
Added end caps to ropes
2 Months Ago
- Reduce distance padding - Fix a bug causing a rope to go to 0,0,0
2 Months Ago
Cherrypicked siege harness
2 Months Ago
Update: skeleton of a server profiler - Most of the native imports in place - Implemented the general flow of per-frame tracking In theory should be able to track function entry/exits, but can't test until a decide on an early enough method of initialization. Tests: none, too early
2 Months Ago
Increase prominence of wisps
2 Months Ago
█▊▇▆ ▄█▇▍▄▉▉▅
2 Months Ago
Don't let the user drag AssetPicker tabs about/outside the window (lol) AssetPicker: Disable type facet dropdown if FilterAssetTypes is specified AssetPicker: Default to project assets folder when no initial selection is given Fix CloudBrowser not saving/restoring from cookie Shift cloud locations around again, this makes more sense I think AssetPicker: make sure we're raising the tab you'd expect by default
2 Months Ago
- Towing joints are now saved/loaded - Towing graphics are loaded properly along with the joints
2 Months Ago
Added blockout siege harness to testridablehorse
2 Months Ago
Updated boulders ui pickup sounds Back to the generic burlap bag as dropped item prefabs for now
2 Months Ago
Add more optional functions to IPressable, for hovering and update Slow down default player turn speed PlayerController camera can be moved left/right PlayerController has "use"ing built in
2 Months Ago
Prevent fsm from waiting one frame to change state when a state succeeds or fails Fixes wolves sometimes pausing for one frame and losing momentum Added some infinite change protection in the hypothetical case a group of states keep cycling during the same frame After 3 same-tick changes we postpone the next state change for the next tick
2 Months Ago
Move Pressing to PlayerController
2 Months Ago
Boulder and explosive boulders dropped item prefabs and icons
2 Months Ago
- get sun color from proper components - sharpen density curve to improve definition - also sharpen density-coverage falloff curve - better approximation of inner glow/multiple scattering and ambient scattering
2 Months Ago
Show catapult ammo model in the basket, based on the item loaded
2 Months Ago
slow and greedy starting point for marching cubes - not calculated in correct coordinate space or interactable, but can at least present the correct mesh for a given 3D dataset
2 Months Ago
Have wolf fsm tick slower when no player is nearby, similar to senses
2 Months Ago
Switch case node https://files.facepunch.com/ziks/2024-10-31/sbox-dev_YiyL34b2CY.mp4
2 Months Ago
Updates to stage 2d
2 Months Ago
Fix serializing empty arrays
2 Months Ago
2 Months Ago
Fix elevator and fluid splitter
2 Months Ago
Fix arrows trying to render when the IO port doesn't have a direction configured and flooding F1 console with warnings
2 Months Ago
FIxed some minor memory leaks These are mostly in developer features to do with KeyValues, not normal gameplay Init m_rgflCoordinateFrame on creation clientside This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles Do not EstimateAbsVelocity since we network it for every entity anyway prop_vehicle_choreo_generic SetCanShoot now lets you shoot Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing Add some more known backdoor URL to blacklist Added more entities from Portal 2 point_viewcontrol_multiplayer point_viewproxy npc_personality_core placeholder
2 Months Ago
Added custom mask parameter to FadeUI Added DeathType, dictates FadeUI mask. Added DeathType property to KillTrigger
2 Months Ago
Fix & add IO port directions on a bunch more IO entities
2 Months Ago
Combine wolf senses and fsm into a single budget for simpler tracking, and also because we want senses to drive the fsm tick rate in the future
2 Months Ago
concrete_trim_02 painted files
2 Months Ago
Fixed battering ram jittery reverse speed
2 Months Ago
Use a flag instead, for safety
2 Months Ago
Add clear button to asset/cloud browser search bars
2 Months Ago
AssetPicker: Standardise initial selection logic, prefer selecting cloud package for cloud assets (and not .sbox disk path) Fix focusing AssetList on entry sneakily not working Wait for cloud browser to receive results before selecting initial selection
2 Months Ago
Cherrypicked 106981 (Fixed battering ram fire button working only once on the client)
2 Months Ago
Fixed battering ram fire button working only once on the client
2 Months Ago
Add pivot to sprite renderers
2 Months Ago
Updated battering ram hardware art
2 Months Ago
Fix wolves not playing 180 anim anymore when fire is lit right in front of them (regression)
2 Months Ago
Expose zfar on game prefab
2 Months Ago
Hook remaining wolf idles
2 Months Ago
Make sure state and transitions are always deep copying internal lists
2 Months Ago
Prevent cloud browser from shitting pant with duplicate facet tags in query Don't add type tag twice when FilterAssetTypes is specified for cloud browser Cloud browser: Hide sidebar type locations when FilterAssetTypes is specified
2 Months Ago
merge from siege_weapons
2 Months Ago
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
2 Months Ago
merge from siege_weapons/horses