249,918 Commits over 3,959 Days - 2.63cph!

5 Days Ago
Fixed anim events error on flinch anims Restored spine ik when eating and playing idle breaks
5 Days Ago
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Reworked horse spine IK Smoothed eye pos to reduce motion sickness when riding Some leading tweaks
Leaderboard backup, run #16766
5 Days Ago
adobe fixes
5 Days Ago
allowed better validating from the towed vehicle whether it is in a state to be towed - exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
5 Days Ago
Leotard Female Human version + female human _REF file
5 Days Ago
Tweak player controller acceleration
5 Days Ago
UI
5 Days Ago
Add PlayerController.AccelerationTime , DeaccelerationTime
5 Days Ago
Added "Create Objects at Origin" to Editor Preferences Move Widget Debugger and Input Debugger to the "Debug" menu instead of "Help" Added ColorPicker.HasAlpha and [ColorUsage] attribute. Attribute allows you to specify whether or not a Color has Alpha or HDR options in the color picker. Make ColorControlWidget support Color32 Fix Right Click -> Copy/Paste between Color and Color32 Properties Make ColorControlWidget support ColorHsv. Add ColorHsv to TypeLibrary. Open Color Popup on the correct initial color for Color32 and ColorHsv. Use FloatControlWidget for ColorHsv.
5 Days Ago
Compile shaders
5 Days Ago
Call VfxRemoveUnnecessaryEntriesFromVariableIndexArrays after ComputeVariablesUsedInStaticCombo - Should fix some variables getting removed when they're still used
5 Days Ago
Rat: if on ground, keep pitch at 0
5 Days Ago
Switch game on end Hide warmup if GameConfig.GameLoop is false Add spawncam to quicktest
Leaderboard backup, run #16765
5 Days Ago
- skewed UV's fix Hopper
5 Days Ago
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5 Days Ago
Reduce playercontroller animator leaning a bit
5 Days Ago
Add Game.Load( gameident ), client reconnect
5 Days Ago
updated minicrossbow vm anims
5 Days Ago
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5 Days Ago
Upadting skinning on lower LOD levels for knight armour
5 Days Ago
fixed floaty window collision on shipping container skin
5 Days Ago
Update: DemoServer - split ticks by distance instead of time - Splitting by time didn't guarantee that they were in valid distance ranges - Also handle case where we get positional data while the player is still initializing Getting closer, according to logs most ticks get accepted, but there are still a bunch that get filtered out - investigating. Tests: played the same demo, observed the logs.
5 Days Ago
Widen some areas of map
5 Days Ago
- Hopper LOD0 Art pass
5 Days Ago
Fix missing loop sound
5 Days Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
5 Days Ago
Allow turning off the gameloop with sbdm.gameloop 0
5 Days Ago
Tweak gauss impact Game loop
5 Days Ago
More effects on beam Stop effects when can't shoot anymore
5 Days Ago
Custom crosshair gluon
5 Days Ago
Backpack set up for gluon
5 Days Ago
updated mini crossbow 3p anims
5 Days Ago
Update item inventory slots to be more consistent (throwables in 5, special weapons in 4)
5 Days Ago
Merge from branch /main/indirect_instancing to branch /Aux
5 Days Ago
DANGER: Enable Read/Write on ALL models project-wide
5 Days Ago
Cleanup spline component & tool naming
5 Days Ago
DANGER: Enable GPU instancing on ALL materials project-wide
5 Days Ago
chest freezer, laundry basket and microwave Merge branch 'main' of sbox-assets
5 Days Ago
Rat: die after a set period of time (30s by default)
5 Days Ago
GluonGun Wip
5 Days Ago
Merge from /main
5 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 Clean up game object / component reference structs
5 Days Ago
Indirect instancing: Add support for potentially any shader derived from Unity Standard, currently enabled for all shaders in the Standard/ folder. Add support for MeshCull, RendererLOD and MeshLOD. Add editor scripts to enable GPU instancing and Read/Write on all assets. Use a nullable value for Color to allow future optimisations for non-coloured objects (most of them). Add the camera component from code, but only once. Rename instanding_id to instancing_handle. Rename IndirectInstancingManager and IndirectInstancing to IndirectInstancing and IndirectInstancingCamera respectively for clariy.
Leaderboard backup, run #16762
5 Days Ago
Serialize ParticleFloat manually, so we can read as a constant float ParticleEmitter.Rate is a ParticleFloat, allowing curve/time based emission rates
5 Days Ago
Base SplineModelRenderer of ModelRenderer Allows Tint, MaterialOverrides and other options to be used on spline models
5 Days Ago
Submitting burst cloth knocker for knight armour