256,406 Commits over 4,018 Days - 2.66cph!

10 Months Ago
subtracting 97426 wiretool_fixes2 - Staging brick
10 Months Ago
Fixed melee weapons (other than pickaxes) playing their impact animation despite not hitting anything
10 Months Ago
fix 2
10 Months Ago
Track execution time per invokes
10 Months Ago
flame spread fix candidate
10 Months Ago
Update fpxr + bindings
10 Months Ago
Enemies can pick up objects, logic tweaks
10 Months Ago
Use UpperCamelCase naming (same as our other stuff), static linking
10 Months Ago
Add subtle wind offset and sway
10 Months Ago
Disable rendering of scene object before deleting it, usually good practice because delete is a frame behind
10 Months Ago
blunderbus viewmodel animations export and animated camera setup
10 Months Ago
Add MeshComponent.HideInGame, usually for clips or triggers
10 Months Ago
merge from heli_global_bridge_client_fix
10 Months Ago
restoring 97366 merge from heli_global_bridge_client_fix
10 Months Ago
merge from wiretool_fixes2
10 Months Ago
EnumControlWidget supports multi edit https://files.facepunch.com/layla/1b1511b1/sbox-dev_eZLBW8jHHL.mp4
10 Months Ago
Test velocity relative to ground normal in CheckGround() (#64)
10 Months Ago
While grounded, keep position 1 unit above ground (#64)
10 Months Ago
merge from hackweek_renderlod_collapse
10 Months Ago
▉▍▇▌▋ ▋▌▇▍ ▍▆▅█▌_▋█▅█▆▆▍▉▋_▋▉▆█▇██▉▇▆▌▄▉_▊▊▇
10 Months Ago
merge from horse_fixes
10 Months Ago
merge from cargo_time_hotfix
10 Months Ago
move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore
10 Months Ago
merge from missing_lightlod_finder
10 Months Ago
Changing primitive type of mesh now works with multiple selection
10 Months Ago
3rd person eject fix
10 Months Ago
Same thing for no shadow lights missing their AmbientLightLOD component
10 Months Ago
Added a tool iterating over all the project prefabs, flagging any lights with shadow enabled and no LightLOD component (found a shitton of potential issues)
10 Months Ago
SKS attachments and FX
10 Months Ago
Wrong docs
10 Months Ago
Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
10 Months Ago
Use enum for now
10 Months Ago
openxr_loader lib Add Facepunch.XR native library Initial bindings to Facepunch.XR
10 Months Ago
Reimplemented movement tilt
10 Months Ago
Support multiple scene mesh export to vmdl https://files.facepunch.com/layla/1b1511b1/sbox-dev_KtN4e3locJ.png
10 Months Ago
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
10 Months Ago
scene for testing movement on angled track pieces, remove shake from camera, some tutorial map work and welcome message, blend file updates
10 Months Ago
Added smooth time. New direction calculations
10 Months Ago
Only enable motion if we're the owner (or we don't network bodies)
10 Months Ago
Heli now sways rotation
10 Months Ago
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
10 Months Ago
▄▉▄▅▌█ ▍▆▆▌▄ ▍▇█▇, ▋▍▌▊▋▍▅▍▄▇ ▅▉▊▇▋█▉▇, ▇█▉▇▊▊▍█▉ ▊▇▌▆ ▉█▄▍▉▉▇ █▌▌▉▍▌ ▋▍▆▍ ▉▇█ ▊▄▍ ▌▇▆▅▋, ▆█▉▊▆▄ ▉▄▊█ ▅▍▆▍█▉ ▄█▋▌▄▆▉ (▄▍ █▊▉█▆ > ▉ ▆▇▊▅▇)
10 Months Ago
Initial experiment with networked Model Physics
10 Months Ago
save/restore sceneview layout
10 Months Ago
master house wip
10 Months Ago
Actually apply TimeSinceFootstepEvent Stop reacting to our own footsteps General cleanup Give the other guy a patrol path so he can return to it after battering the crackhead Update AI playground scene
10 Months Ago
Score, basic HUD
10 Months Ago
Helper utility to walk AI actors to a set destination (RTS style) Refactor AttackingState to be derived from Chase, AI can fight eachother kinda now Fallback for if the attacker lost its target somehow AI broadcast footstep stimuli too
10 Months Ago
██▅▊▊▇▌▋▇▆ ▍▉▉▋ █▇▍██ ▄▄ █▌▊▊▊ ▉▇█▄▌▋▉ ▅▍ ▆▉▌█▍▅ ▉▉▉▅▄ ▅▇ ▇▍▋▇▆▍█ ▍▊█▄▄▌█▇▆▇▅▍▇ ▋▆▋▅▄, ▉▍█▌▆█▉█ ▅▍█ ▇▉█▉ ▋▄▉▄▌▇ ▅▊▆▇▆▄▅ (▋▉▅▅▉▇▋▄ ▍▄█▄█▊ ▊▉▍▍ ▌▊▇▊ ▋▊ ▊▇▋▇▇ > ▆▉ ▄██▋▊)
10 Months Ago
ControlObjectWidget: don't create an instance for AG properties