255,549 Commits over 3,990 Days - 2.67cph!

9 Months Ago
Fixed the new 'Invert Mode' input draining batteries
9 Months Ago
Re-add impact effects
9 Months Ago
player update. m249 3p and gun anims updated. Holster position updated too
9 Months Ago
Merge from nexus/fix_tick_parent_id
9 Months Ago
Items can now be flagged to block map use. Prisoner hood blocks map use.
9 Months Ago
add light to ct room
9 Months Ago
If guid is empty for connection don't print left the game log (make a note to investigate why)
9 Months Ago
Fix crosshair nre
9 Months Ago
Remove this log
9 Months Ago
Handcuffs block gestures. Codegen.
9 Months Ago
Brighten map (hopefully)
9 Months Ago
Add drop on disconnect for C4. Add WeaponData.DropOnDisconnect set it to true for C4
9 Months Ago
Remove per-frame debug logs Copy submitted texture as one big block rather than two small blocks
9 Months Ago
Merge from main
9 Months Ago
Don't pickup weapons if we're not alive yet Add TimeSinceLastRespawn for player and use that as well to determine if weapon can be auto picked up
9 Months Ago
Fix compile error
9 Months Ago
Set new default map
9 Months Ago
Fix enter/leave not updating chat box Add party_id to rich presence Add Connection.PartyId Add more CompileCodeArchive tests
9 Months Ago
Map updates + vpk
9 Months Ago
🤦‍♂️
9 Months Ago
Codegen should shit itself if you don't use a string literal from Cloud.Asset() methods Terrain: Add height blend settings, add per material height and normal strength, various other polishing Hide GameResource.ResourceVersion
9 Months Ago
added floor_dirt_d mat https://files.facepunch.com/jason/1b0311b1/firefox_2eoICdfNUY.png
9 Months Ago
Update state in locations that prevent threading issues Compositor creates an EventManager in ctor, allows access to it - rather than creating an EventManager on demand
9 Months Ago
Crosshair detect friendlies, show cross
9 Months Ago
Gamepad support
9 Months Ago
Add radio input bind to chat
9 Months Ago
Restrict noclip to editor only
9 Months Ago
player update. military flame thrower 3p anims update
9 Months Ago
Get rid of 1 second delay when the round decides a winner, not sure if this'll cause any problems but it's much less awkward
9 Months Ago
Fixed final round of the first half round count being wrong Notify match point to all users Show the winning round on scoreboard if your team can win
9 Months Ago
Fixed missing translation for the 'attachments' text in tooltip
9 Months Ago
Crosshair update, lines, distance based on velocity, spread, recoil
9 Months Ago
ridding some prefabs from shadow proxies
9 Months Ago
Converting light fixtures prefabs to MeshLOD when possible Monument lighting prefabs links check
9 Months Ago
Cowboy Hat LODs
9 Months Ago
Would help if I actually pushed the fix :thumbsup: Add hidden radio sounds, play bomb defusing radio when CT tries to defuse bomb
9 Months Ago
Merged main
9 Months Ago
Fixed planted c4 beep sound being missing
9 Months Ago
Added DefuseWinCondition, MaxRounds / 2 + 1
9 Months Ago
Horses will slow down as expected when releasing sprint key while holding a directional key
9 Months Ago
Move from SteamVR over to Facepunch.XR Remove direct OpenXR bindings Pass debug callback to Facepunch.XR, make a session Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent Hack around extension-related crash for now Events Pass vulkan-related stuff in as structure Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly Bind fpxr compositor and add everything we should need to start submitting FPXR: Session now handled by Compositor, Instance is now a class Delete all OpenVR files & references, stub out anything that required them Initial FPXR presentation logic Fetch display info from compositor Submit texture, render loop, etc. Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size
9 Months Ago
TerrainMaterialList: Allow drops properly
9 Months Ago
map changes
9 Months Ago
Party chat on main menu
9 Months Ago
Editor post processing toggle closes #1587
9 Months Ago
Colour grading changes, tonemapping in its own component (means color grading isn't 1 pass, but that's easier to do later compared to splitting up components) Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
9 Months Ago
Tonemapping applies to editor camera too, respects Camera.EnablePostProcessing
9 Months Ago
Update asset_zoo.scene
9 Months Ago
swap materials
9 Months Ago
Basic weapon state persisting system for dropped weapons Persist AmmoComponent for dropped weapons Fixes #39