249,636 Commits over 3,959 Days - 2.63cph!

4 Days Ago
gluon gun blockout
Leaderboard backup, run #16744
4 Days Ago
Added test clothing items with differing amounts of armor slots. Added test leather and metal inserts with differening stats.
4 Days Ago
More customization for tangent frames/up vectors This is useful for stuff like loops. 1. Default Up Vector (0,0,1) -> twisting artifacts: https://files.facepunch.com/lolleko/2025/January/09_17-52-OrangeredCowrie.png 2. Automatic up vectors using rotation minimizing frames (RMF) https://files.facepunch.com/lolleko/2025/January/09_17-53-DesertedClam.png 3. Manual up vectors/frames: https://files.facepunch.com/lolleko/2025/January/09_17-52-MisguidedWryneck.png
4 Days Ago
Tripmines parent to what they were placed on (moving platforms, doors, etc.)
4 Days Ago
Added [IconName] Attribute for String Properties, creating an Icon Picker ControlWidget https://files.facepunch.com/CarsonKompon/2025/January/09_11-26-LateSwordfish.mp4 Added Right Click -> Clear to IconControlWidget Added Context Menu to DateTimeControlWidget (Set Month, Set Current Date/Time, ect)
4 Days Ago
Another angle at action graph properties Menu for adding properties Some restructuring / simplification Can get / set action graph properties
4 Days Ago
VR: Deprecate List-based `VRController.GetJointData()`, replace with array-based `VRController.GetJoints()`
4 Days Ago
Explosions mark DamageInfo.IsExplosion = true Tripmines are damageable, shooting attributes the kill to the shooter, explosions cause a delayed explosion Look for damageable components in parents instead of children, needed for tripmine children colliders and makes more sense?
4 Days Ago
Remove ToolsVis Mode (#1763) * Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only * Remove ToolsVis() MODES from all shaders 🙏🏻 * Remove ToolsWireframe and ToolsVis from shadergraph template * Legacy ToolsVis isn't even supported, any legacy variable refs to it can go * Compiled shaders with branched ToolsVis
4 Days Ago
Ballista things/progress backup
4 Days Ago
TriggerHurt: Look for a collider instead of RequireComponent Remove transform offset from map loader
4 Days Ago
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only Remove ToolsVis() MODES from all shaders 🙏🏻 Remove ToolsWireframe and ToolsVis from shadergraph template Legacy ToolsVis isn't even supported, any legacy variable refs to it can go Compiled shaders with branched ToolsVis
4 Days Ago
Include armor inserts in armor info UI stats
4 Days Ago
Use our new map by default
4 Days Ago
Fix pause on loop mover
5 Days Ago
updated mini crossbow 3p anims and edited skinning on gun rig
5 Days Ago
Change PlayerController [HelpUrl] to the sbox.game URL Replace animation [Header]s with [Group]s in PlayerController for consistency with the other tabs
5 Days Ago
Redesign half of the map
Leaderboard backup, run #16742
5 Days Ago
Add primitive version of T1 tech tree, except satchel is missing (as an example)
5 Days Ago
Mark existing tech trees as the unknown era
5 Days Ago
Add support for a different tech tree for primitive gamemode
5 Days Ago
adobe folder structure fixes
5 Days Ago
Get more information from ControlSheetRow ToolTips, showing the C# Type and C# Property Name. https://files.facepunch.com/CarsonKompon/2025/January/09_09-14-LateHorseshoecrab.mp4 Added ControlSheet.IncludePropertyNames, defaults to false. Only show C# Property Names in GameObject, Component, and GameResource inspectors. Colour code the type names in Property Tooltips, also ensure property names don't show for Variable Prefabs..
5 Days Ago
Compiled shaders with branched ToolsVis
5 Days Ago
ceiling fan updates + added ceilingfan_c
5 Days Ago
added metal_details_02 uses transparency
5 Days Ago
adobe fixes
5 Days Ago
Restored standing anim when pressing ctrl Code cleanup, naming
5 Days Ago
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5 Days Ago
Remove log, cleanup.
5 Days Ago
Merge from main
5 Days Ago
User perms config Allow Json comments Add default users.json file and change structure of config Don't ignore game/config/users.json because we want to keep the default with comments Return true in Connection.HasPermission if the connection is the host. We'll check user permissions from the config file for connections to a dedicated server. Remove some test logs and make HasPermission available
5 Days Ago
5 Days Ago
Hide/Unhide works on Hammer GameObjects Resolves Facepunch/sbox-issues#7200
5 Days Ago
Rat: give weapon a svg icon
5 Days Ago
Fix rat pickup item prefab reference
5 Days Ago
Rat: try to bite target if we're lunging and they're close enough
5 Days Ago
Horse prevent movement collider ignores the physics debris layer (dropped items)
5 Days Ago
Rat: add grounded checks instead of arbitrary timing
5 Days Ago
Add some debug stuff to mover
5 Days Ago
Bugfix: more NRE reductions in server-demo - Skip VoiceData and other messages that we can't support in editor environment (or don't want to) - Properly "disconnect" player when entity is being destroyed - "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move). Tests: played back the same client demo, saaw the reduction in errors
5 Days Ago
Added Viewmodel Renderers to arm and arrow parts
5 Days Ago
adjusted metal_details trans map
5 Days Ago
Add rat weapon that throws a rat
5 Days Ago
Fixed horse saddle stack sizes
5 Days Ago
Remove start and end duration on fractional reload
5 Days Ago
Removed RidableHorseAudio logs