241,284 Commits over 3,867 Days - 2.60cph!

1 Year Ago
merge from /main/nuclear_missile_silo/flyby
1 Year Ago
GameMenu fills out Game.Server partially, loading input actions Add Panel.ButtonInput
1 Year Ago
merge from weapon_racks
1 Year Ago
Make Package.IsMounted() work clientside on listen server hosts
1 Year Ago
Setting Mouse.Position works again Remove unused Fix ButtonEvents not flowing to UI
1 Year Ago
protobuf gen
1 Year Ago
merge from main
1 Year Ago
Fix ground check for weapon stand
1 Year Ago
Fix incorrect corner display of weapon placement ghost when not hovering a valid placement location.
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Defer OnAfterTreeRender until end of tick to ensure children processed first and references set (#1180) * Defer OnAfterTreeRender until end of tick to ensure children processed first and references set * Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty * Revert "Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty" This reverts commit aae36e1777d11a5649c24985c0f8802ced3397b4.
1 Year Ago
merge from community_ui_scaling_fix
1 Year Ago
Expose beltScrollSpeedMultiplier on mining quarry
1 Year Ago
Input Cleanup (#1183) * Strip inputstacksystem * Delete inputsystem.dll * Rip out all the analog input stuff * UserCmd is all generated in c# now * Add Input.MouseCursorVisible
1 Year Ago
Allow buttons to unpress even if they don't have the same context
1 Year Ago
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Leaderboard backup, run #4589
1 Year Ago
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1 Year Ago
Fixed emoji rendering in read only input fields Added emoji support for the clan announcement and member details text fields (no autocomplete or galleries but the raw text input is supported)
1 Year Ago
Fixes & recompile everything Start of game menu
1 Year Ago
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly" Store LOD level of each mesh in `InstanceLODState` Still debugging mesh culling randomly breaking
1 Year Ago
Merge from main
1 Year Ago
Merge from hackweek-chat-emoji
1 Year Ago
Added detailed colliders so that parachutes can be shot at
1 Year Ago
Show parachute health on HUD Client compile fix
1 Year Ago
Move the first person camera closer to the actual model head bone position while freefalling with a parachute, fixes distorted legs view
1 Year Ago
Update all entities network hash after a server package has been installed - sboxgame/issues#3635 Adding a new server package would correctly change the DynamicAssemblyHash on both server and client, however all current entities would still have the old DynamicAssemblyHash. This would mean the clients would receive no [Net] updates for this entity. So to fix this we explicitly reset all entities network hash with Entity.UpdateAllNetworkHash() on OnServerPackageInstalled. Reinitializing the network tables would've also worked but would be wasteful since we know all our exisiting entities have not been changed unlike if the DynamicAssemblyHash were changed from hotload
1 Year Ago
If a player is dismounted from the parachute due to a collision in the first 1.5s of the deploy they will be hurt with fall damage (up to 80 damage)
1 Year Ago
Added extra collider to tugboat roof to prevent clipping through during sinking
1 Year Ago
Better animation transition if the player cuts their parachute while the deploy is in process Parachute.bypassRepack convar bypasses the pickup duration Added drag to the unpacked parachute so it falls a bit nicer Fixed condition not getting applied properly
1 Year Ago
Make !activator work for target entity on outputs Remove unimplemented procedural entities !caller, !player, !game_mode from combo box Entity IO: !game targets the GameManager so you can have [Input]s on it
1 Year Ago
Scroll _DetailBlendMaskMapScroll and _DetailAlbedoMapScroll on belt
1 Year Ago
Secondaries for 25mm impact.
1 Year Ago
[Pick] add MinMax downsample operator for Hi-Z depth buffer, this will help us do some GPU occlusion tests and trace what's between SSR geometry
1 Year Ago
Compile fix
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Region out client analytics variables that are "assigned but never used" when compiling client
1 Year Ago
Move shadows to their own grids Distance cull both meshes & shadows Only frustum cull meshes
1 Year Ago
Make sure log files use process path since CurrentDirectory is too early from getting set here
1 Year Ago
Include UI sounds in main menu resources
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
.addon => .sbproj
1 Year Ago
Add refreshing state to lobby browser
1 Year Ago
Fix NRE with WaterController See sboxgame/issues/issues/3664
1 Year Ago
Fix `test_instancing_culling` spawning prefabs outside of the map and overloading the "out of map" grid Fix "outside of map" grid not having a gridId set and looking like grid #0 Refactor RendererJobData to store ShadowMode instead of "IsOnlyShadow" Refactor culling system to completely ignore shadows
1 Year Ago
delete now unused files
1 Year Ago
Use custom sounds for ui nav
1 Year Ago
Add screen edge images to main menu / loading screen, style adjustments to main menu and loading screen
1 Year Ago
Remove more unused Remove more unused