251,228 Commits over 3,959 Days - 2.64cph!

2 Months Ago
Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968
2 Months Ago
merge from main
2 Months Ago
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704) - Also tracking pressed controller buttons now
2 Months Ago
merge from tincanalarm_recipe/tincanalarm_recipe (?)
2 Months Ago
Changed tin can alarm recipe: 2 empty tuna cans -> 30 metal fragments
2 Months Ago
Fix "missing sound common/null.wav" when throwing grenades Gravity Gun consistency improvements Fixed mass-adjusted punt forces being applied to Mega Gravity Gun Fixed Gravity Gun forces being Launch-forces at all times for prop_physics due to a previous fix for `spin_none` physics interaction Set the particle orientation in Editor on creation Sets the first control point for the selected particle system preview, so they are oriented correctly from the start. Mimics how the particle previews do it in the particle list. Fix month checking for loading screen Remove Ep1, Ep2 and Lost Coast mounting All of those are now part of the Half-Life 2 mounting option Rename "Operation was aborted by an application callback" error Fixed some more crashy issues with particle constraints Added ability to override precipitation particles It will not be functional yet due to networking changes being required
2 Months Ago
merge from main -> biome_visuals_2
2 Months Ago
CollisionSoundSystem uses ISceneCollisionEvents
2 Months Ago
Add the rest of the prices Clothing list layout
2 Months Ago
Fix TextArea not updating on value change
2 Months Ago
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2 Months Ago
Add ISceneCollisionEvents
2 Months Ago
New Coin SFX Enabled looping on menu_music Fix all known MusicController-related issues. Resolves Facepunch/sbox-piecrumb#20 Only show Debug menu option when in editor Load GameSettingsSystem on Main Menu instead of after save load so main menu respects volume controls Gave UI buttons custom pointer cursor
2 Months Ago
Updated battering ram icon
2 Months Ago
Improve readability of docs sidebar
2 Months Ago
Catapult deploy guide and construction stages Deleted now unused meshes
2 Months Ago
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2 Months Ago
merge from main
2 Months Ago
edited ads postion in mini crossbow viewmodel prefab
2 Months Ago
Implemented catapult animations
2 Months Ago
Fix fog in reflection
2 Months Ago
Merge: from main Tests: Rode the zipline on craggy back and forward, ran around the island and monitored pooling logs
2 Months Ago
More water tweaks
2 Months Ago
workcart_box -> main
2 Months Ago
Add small box to the underground workcart
2 Months Ago
explosion_medium + explosion tex/files
2 Months Ago
Fix lighting in reflection, no fog yet though
2 Months Ago
various VFX adjustments
2 Months Ago
CommunityNewsBox: add icon prefix before comment count
2 Months Ago
Add a bunch of stats to ingame console
2 Months Ago
Fix clip distance when under water Fudge water shader reflection UVs to fix gap
2 Months Ago
Human Hair Update
2 Months Ago
cleanup - separating MarchingCubes and NativeMeshSimplification into separate namespaces and compartmentalizing them better
2 Months Ago
Enable #nullable Playing around with a water shader
2 Months Ago
Add tags from world object to chunk SceneObjects
2 Months Ago
missing files
2 Months Ago
removed the prefab just made updated ians worldmodel prefab with new mesh renamed VM fbx to be more consistent with prefabs
2 Months Ago
Simplify networking options in header bar in editor - drop down options in Network for Simulate Lag, Lobby Privacy
2 Months Ago
merge from Hazmat Plushy
2 Months Ago
mini cross bow world model lods and basic prefab setup w some scripts
2 Months Ago
Update: adding source code
2 Months Ago
waterpump_minimum_depth_change -> main
2 Months Ago
Reduced required minimum depth on water pump so that its usable in the new rivers
2 Months Ago
Fix typo
2 Months Ago
propane_stack_size -> main
2 Months Ago
Update Propane Tank stack size from 5 -> 20
2 Months Ago
Initial commit
2 Months Ago
merge from localcoord-blend-layer
2 Months Ago
Optimize navmesh geometry collection by fully utilizing the BVH of a physics mesh