249,988 Commits over 3,959 Days - 2.63cph!

44 Days Ago
Add missing XeGTAO headers
44 Days Ago
-ballista pose update
44 Days Ago
merge from fix_lod_camrea_nre -> main
44 Days Ago
Try fixing LOD camera NRE again
44 Days Ago
toast to show if you're trying to edit a sculpture while it's locked
44 Days Ago
Switch SSAO to use GTAO
44 Days Ago
any edited sculpture shows picture CornerIcon in UI
44 Days Ago
update admin spawn rocks
44 Days Ago
Fix up GroundTruthAmbientOcclusion
44 Days Ago
merge from fix_lod_camera_nre -> main
44 Days Ago
Fix NRE when LOD is calculating on main menu but no cameras are spawned
44 Days Ago
Added emission fresnel to xmas lights
44 Days Ago
Ice shader: screensize and edge length now factor into tessellation
44 Days Ago
fix player deceleration dt prevent bottom leaderboard row getting clipped decelerate enemy after collision forces added, instead of before exploder special
44 Days Ago
Leaderboard backup, run #15845
44 Days Ago
Merge from primitive
44 Days Ago
More compile fixes
44 Days Ago
Merge from primitive
44 Days Ago
Possible horse server fix
44 Days Ago
Stomp local version of BatteringRam.cs with version from primitive branch Protobuf, manifest, codegen
44 Days Ago
Merge from primitive
44 Days Ago
Merge from main/primitive
44 Days Ago
Codegen, manifest, protobuf, etc
44 Days Ago
Merge from siege_weapons
44 Days Ago
Merge from shields (new branch to collect all primitive stuff in one spot for media)
44 Days Ago
Restored the 2px gap between vital bars
44 Days Ago
Fixed player hitting their own shield when crouching and melee attacking
44 Days Ago
Physics tool selects all rigidbodies in hierarchy
44 Days Ago
Added a OnPlayerClothingChanged client side callback to HeldEntity Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
44 Days Ago
Expose MeshComponent.Model
44 Days Ago
Don't invoke ISceneCollisionEvents for trigger intersections
44 Days Ago
Update skinned renderers if they have physics bones
44 Days Ago
Always create ragdoll bodies at the saved gameobject transform unless the bone has just been created, allows for ragdoll posing in editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_pSeZ9ABT7i.mp4
44 Days Ago
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
44 Days Ago
Shield vm animator can now go straight to block from the melee attack end state
44 Days Ago
Improve handling of empty navmesh tiles Also improve editor auto update when world bounds change.
44 Days Ago
Merge from main
44 Days Ago
Merge from shred_helicopters
44 Days Ago
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
44 Days Ago
Merge from main
44 Days Ago
Merge from monument_scenes_renderlod_fix
44 Days Ago
deserialize absolute game object flag, flags are deserialized selectively
44 Days Ago
-Ballista low poly model update -Ballista UV's -Ballista Materials -Ballista WIP Textures
44 Days Ago
Joints execute in editor, physics tool can manipulate physics in editor so joints should also work
44 Days Ago
Colliders without rigidbody are static in editor
44 Days Ago
Update: review feedback - dispose of the nested CTS for perf snapshot uploads - Use async copy when creating an extra stream to send backup files Tests: full local server flow + 2 snapshot uploads
44 Days Ago
Remove Ragdoll.DriveFromAnimation, active ragdoll stuff should be a component on top
44 Days Ago
vendor_stats_fixes -> main
44 Days Ago
Fixed a bunch of issues with single entry placement after changing scaling