239,558 Commits over 3,837 Days - 2.60cph!

6 Months Ago
moon pool crane texturing
6 Months Ago
door latches
6 Months Ago
Fixed some more missing components on the player (?)
6 Months Ago
Refactor
6 Months Ago
Add test for warnings in built-in projects Facepunch/sbox-issues#5223 Fix warning in AG editor Facepunch/sbox-issues#5223
6 Months Ago
AI playground scene
6 Months Ago
Fixed issues with player prefab (dunno where this came from)
6 Months Ago
Remove now unused LOS offset code
6 Months Ago
AIInformationZone LOS improvements for GetBestMovePointNear
6 Months Ago
enabled material setup on AC unit prop for testing
6 Months Ago
snow effect material config setup
6 Months Ago
snow effect material config
6 Months Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
6 Months Ago
made black screenbacks all flat geo
6 Months Ago
merge from material biome improvements
6 Months Ago
asset zoo prep for props review
6 Months Ago
Merge from main
6 Months Ago
Group jam page by not played, updated
6 Months Ago
Leaderboard backup, run #10419
6 Months Ago
Merge from harbor_tweaks_4_cargoship
6 Months Ago
Fix container doors getting deleted when moving onto cargo ship
6 Months Ago
Adjust docked cargo position for better container access
6 Months Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
6 Months Ago
Use Continuous Speculative
6 Months Ago
Wheel terrain FX, borrowed from cars for the moment
6 Months Ago
Bike physics + visual fixes
6 Months Ago
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace. Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
6 Months Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
6 Months Ago
merge from full_server_demos -> aux2
6 Months Ago
merge simple_upload -> full_server_demos
6 Months Ago
More stabilisation stuff
6 Months Ago
First pass on swing bridge functionality See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
6 Months Ago
Force update passthrough UI when switching between an input/output handle
6 Months Ago
Use async loading to load the menu+game+engine UI in parallel
6 Months Ago
Clamp angular velocity y
6 Months Ago
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
6 Months Ago
Remove usage of dynamic clientside model indices in Lua API
6 Months Ago
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6 Months Ago
Remove contacts and process intersections just before shape or body remove, this allows intersection end events to run before removal
6 Months Ago
Fixed auxiliary outputs messing with how we calculate power drain
6 Months Ago
Merge from main
6 Months Ago
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6 Months Ago
Fix container Ids Manifest
6 Months Ago
quick adjustment to npc
6 Months Ago
npc_anims
6 Months Ago
Compile fixes, player animator update
6 Months Ago
Build vtex.exe Disable queued loader entirely, it does not work Sync ClientsideModel & ClientsideRagdoll implementations with main Change ents.CreateClientProp to work like ClientsideModel
6 Months Ago
Merge from main (stomped animator changes, will need to be regenerated)
6 Months Ago
Merge from cine_anims
6 Months Ago
Compile fixes