239,298 Commits over 3,837 Days - 2.60cph!

4 Months Ago
Rate limit leaderboard queries
4 Months Ago
Crank finger gessture. Fixes and tweaks to existing gesture assets
4 Months Ago
Start cleaning up menu bar
4 Months Ago
Order menu by title
4 Months Ago
Gravity is now a replicated var as well
4 Months Ago
Grounded layer hookup
4 Months Ago
Oops, don't need Default section on the ServerVars, only the replicated ones
4 Months Ago
Code review, add defaults to the new vars
4 Months Ago
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab) Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
4 Months Ago
Time convar changes following code review
4 Months Ago
Various lantern regression fixes. Improved lighting from it a little bit. Tweaked light color a tad, for greater contrast vs flame lights.
4 Months Ago
Cherrypick `hackweek_combat_playground`
4 Months Ago
Added "shhh" sounds to shushing gesture - 2 variations. Fixed anim events missing from latest updates + tweaked temp icons.
4 Months Ago
Merge from main
4 Months Ago
Fix compile error
4 Months Ago
Fixed collapse not working with skinned objects, not casting shadows
4 Months Ago
New project structure Move most synchronized variables to HostSync - add wrapper for HoldingBomb Only the host can call Respawn Show respawn effect at the correct position when respawning Start adding Bomb placement logic with networking Update some obsoletes Better collision logic for Player vs Bomb (I think ) Add SolidBlock component. Update all border blocks to have solid tag. Add ParticleSimulator Make sure player stays on ground (until find a better way to do conditional collision with bomb per player) IResettable -> IRestartable. Implement OnRestart for Bombs. Bombs can hit players Add player death logic. Start trying to implement death ragdolls
4 Months Ago
OpenXR handle management tweaks (need to work on this a bit) Treat handles as pointers
4 Months Ago
Basic level loop
4 Months Ago
move unstuck.TestAndFix() back to where it was I moved this to see if it helped the sticking problem and thought it helped, but its better where it was
4 Months Ago
tutorial_videos
4 Months Ago
prefab updates
4 Months Ago
ball prefab update
4 Months Ago
update
4 Months Ago
Exit spawning, network tweaks
4 Months Ago
Update procedural.bones.scene Update procedural.bones.scene
4 Months Ago
Add GameObjectFlags.ProceduralBone Serialize GameObjectFlags, but selectively read them SkinnedModelRenderer sets bones directly, reads back procedural bones Make procedural bones a different color. allow toggling in inspector Download bones on main thread Try to avoid TransformChanged() getting called for each bone on animation When setting bind pose, also reset the animhelper Add SkinnedModelRenderer,ClearParameters Fix one frame without procedurals
4 Months Ago
Obtain system ID, create session Instance properties, destroy instance on shutdown, spin up debug messenger thru XR_EXT_debug_utils
4 Months Ago
vm sks anim tests, animator updated
4 Months Ago
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things Set skybox as global cubemap Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
4 Months Ago
Fixed broken machine
4 Months Ago
Update manifest
4 Months Ago
Setup vendors own type of vending machine rather than using weapons one Vendor now grabs reference to its own machine Force machine on map update Code cleanup
4 Months Ago
Fix armor scaling convars again so they scale the amount of "extra HP" armor provides (so they act different than damage scaling convars)
4 Months Ago
pooltable asset, textures and materials and balls
4 Months Ago
Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
4 Months Ago
Ensured travelling state and waiting state can move around seamlessly. Brakes state now dependent on travelling state
4 Months Ago
Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
4 Months Ago
Material tweaks Player / key / exit / treasure / enemy spawn points
4 Months Ago
Jiggle fixes
4 Months Ago
Vendor can now be stopped by a player gesture Used a state machine instead
4 Months Ago
TestParameterSource field and property support
4 Months Ago
wip
4 Months Ago
PageHero component, settings page design
4 Months Ago
Holdables, holders, throwing https://files.facepunch.com/ziks/2024-05-08/sbox-dev_FU4lcevVPQ.mp4
4 Months Ago
Setup sell orders properly Add targetting system
4 Months Ago
Added TestParameterSource attribute to allow dynamic parameter sources for tests
4 Months Ago
GetPrioritizedGrabPoint will prioritize the current grab point before evaluating hovered list
4 Months Ago
Codegen
4 Months Ago
Fixed up the USP's attachment points Crude version of ejecting casings when shooting, and when pulling slide back manually Should've fixed PostDeserialize error for mags