249,850 Commits over 3,959 Days - 2.63cph!

50 Days Ago
Refactor to remove duplication.
50 Days Ago
Show player count and required player count
50 Days Ago
Effects
50 Days Ago
vpk
50 Days Ago
Forgot to delete this
50 Days Ago
Update .gitattributes
50 Days Ago
Test arena map
50 Days Ago
Round UI, scene camera
50 Days Ago
More minor cleanups Check allocated edict count before allocating more this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
50 Days Ago
Show building blocked message in upgrade menu.
50 Days Ago
Event decides where player spawns Use a scene tag to define if a scene is an arena, create prefab instead of holding stuff in each scene
50 Days Ago
Give box collider support to trigger radiation: - Ensured modding radiation cubes work - Applied Cube Prefabs
50 Days Ago
Fixed SceneInformation not saving SceneTags metadata
50 Days Ago
merge ice_sculpture -> main
50 Days Ago
updated ice sculpture icon - updated render scene as it needs custom tweaking to get an icon rendered
50 Days Ago
Don't spawn the player until we hit combat phase, kill local player if we exit combat phase
50 Days Ago
Catapult projectiles cleanup
50 Days Ago
Added new ballista bolt items
50 Days Ago
Compile fix
50 Days Ago
ice sculpture pedestal gibs first pass
50 Days Ago
Ammo in hud
50 Days Ago
re-baked construction guide mesh
50 Days Ago
Fixed multiplayer
50 Days Ago
update deployment bounds
50 Days Ago
Layer exclusions when upgrading
50 Days Ago
mesh collision for ice sculpture pedestal
50 Days Ago
Base hud, fetch scene camera in-world instead of having one on the player, weapon is placed manually in PreRender
50 Days Ago
Experiment with arbitrary physics shapes as navmesh obstacles Performance is not good, needs more optimization to be viable. https://files.facepunch.com/lolleko/1b2611b1/sbox-dev_i7IaHMmjKv.mp4
50 Days Ago
merge from main
50 Days Ago
▍▌▉▅ ▊▌▋▄▅█▆▇ ▊▇▊█▊ ▋▊▇ █▄█▌▆▉▅ ▄▉▆▊▄▄▍▊ ▅▄ ▇▅▌█
50 Days Ago
Ignore triggers in NavMesh Generation
50 Days Ago
Update: Executing deferred command and waiting for it's execution - also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot) Using it to pass control for the actual testing top the game assembly Tests: Ran LoadProcTest, it passed
50 Days Ago
lods and meshlod setup
50 Days Ago
Update SceneObject tags of Sprites and Tilesets
50 Days Ago
GameObject.Network is a class !!!!!!
50 Days Ago
mini crossbow viewmodel animations updated
50 Days Ago
Use uncompiled assemblies (#1714)
50 Days Ago
Missing map reference
50 Days Ago
Increase stone wall player deploy volume area to include collision area. Set time placed.
50 Days Ago
- Wrote a script to resolve duplicate bone names by appending digits - Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
50 Days Ago
Finish line ui
50 Days Ago
- Fixed door NRE still happening sometimes - Changed my stupid OnChildAdded override
50 Days Ago
Scene ref gizmo: show one entry per graph, most recently triggered
50 Days Ago
Siege tower prefabs
50 Days Ago
Expose Local/World transform shorthands to ActionGraph
50 Days Ago
Add "skybox" tag for now and draw black background behind minimap to prevent alpha issues
50 Days Ago
Fixed siege tower drawbridges replication Fixed SiegeTowerDoor NRE Manifest
50 Days Ago
merge from main
50 Days Ago
Fix some couple sounds can't dev cam out of editor Music in tutorial stage
50 Days Ago
More UI cleanup Update fisher interact height