239,685 Commits over 3,837 Days - 2.60cph!

7 Months Ago
Rebuilt phrases Slightly moved some alignment to look right with new text
7 Months Ago
Merge vendor ui fixes 5
7 Months Ago
Leaderboard backup, run #10171
7 Months Ago
Conditional bar is no longer shown for listings with full hp Rewrote conditional checks to take advantage of normalised values
7 Months Ago
Leaderboard backup, run #10170
7 Months Ago
7 Months Ago
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7 Months Ago
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7 Months Ago
Refactor ActionGraphDebugger First pass at listening for ActionGraph scene refs WIP show scene refs in scene view https://files.facepunch.com/ziks/2024-03-08/sbox-dev_HZ7Fs0R2x1.mp4
7 Months Ago
▊▆▉▇ ▌█▋▄ ▆▄▆▌▋▇█▆▇▇▋ ▍▄▄▌█ ▄▄▍▅ ▊▍█ ▇▅█▄▄ █▌ ▉▊█▊▊▌▆ ▇▊█▅▆ ▇▇▋▋█ ▉▇▄ ▆▋█▉ █▇ `▉▍▊▇▆█▋█▋▄▉▇█▄▆▊▇█()`
7 Months Ago
func_tanklaser sound fix PropSelect:AddModel throws error on invalid input Added more portal entities to the spawn menu Updated effects library Fixed effects changing their entity table if accessed too soon. Added the "trace" debug console command Added NPCData.SnapToNormal Make npc_security_camera duplicatable
7 Months Ago
7 Months Ago
merge from main
7 Months Ago
Fixed npc_security_camera not duplicating
7 Months Ago
Fixed npc_security_camera not duplicating
7 Months Ago
Fixed npc_security_camera not duplicating
7 Months Ago
merge from binoculars_nre_fix
7 Months Ago
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7 Months Ago
CollisionActionComponent, TriggerActionComponent implement IActionComponent
7 Months Ago
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7 Months Ago
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7 Months Ago
Fixed queued renderer leaking render target refcounts Restore the debug print regarding CSoundPatch crash Gravity gun inflictor is the gravity gun, not the player Prevent mega grav gun makin all NPC weapons dissolve, even when not killed by it
7 Months Ago
Update patrol heli map tooltip name + other slight changes for consistency
7 Months Ago
Fix asset references trying to resolve before those references were added to the assetsystem, which would cause failed uploads No amount of reverting was fixing this, so I think this has existed for a long time... Fixes sbox-issues/issues/4914 sbox-issues/issues/5013
7 Months Ago
Added global.debuglanguage convar to debug localization
7 Months Ago
slicked_back_balding lods
7 Months Ago
Leotard Model + Hair Adjustments
7 Months Ago
blunder buster blockout
7 Months Ago
player update. snowball and birthday cake entites edited so the player holds them correctly
7 Months Ago
▆▍▍█▊▊ ▊▄▄▇ ▄▌▇▍▌ ▍▋▅▆▍▊▊ ▌▅▇██▄ ▊█ ▌▊▍▍▋'▇ ▉▊█ █▊▊▇▌▋
7 Months Ago
normalise condition fill amount
7 Months Ago
Changed vendor listings to display 'selling' rather than available Gave text more room before wrapping to support translations
7 Months Ago
player update. added deploy for candy cane and quick attack to 3p melee anim set
7 Months Ago
player update. edited entities for candy cane, concrete pickaxe/hatchet, lumber jack axe/pick axe, pipewrench, sickle and diver hatchet so they hold and holster correctly. Also made holdtype override controllers for pipewrench and candy cane sto play their unique deploy anims.
7 Months Ago
All client entity binoculars now share the same reference to the rangefinder This prevents NRE from firing Added an additional null check just in case
7 Months Ago
Fixed game dll not being able to access clothing icons Process deletes in a couple more opportune places When a bone merged model is added, merge it immediately to avoid 1 frame bind poses when components are added after animations are calculated Update avatar scene
7 Months Ago
MeshEditor: More robust u and v axis face calculation, only set texture axis if the face can calculate a valid normal
7 Months Ago
Fix build
7 Months Ago
Add unrecognised reference paths to asset inspector Remove legacy path from CMapAssetType::CalculateDependencies
7 Months Ago
Move light culling renderer to scenesystem and remove GetPtrValue hacks from it, we'll call it from lightbinner to pass results from light culling, layers still exist on renderingpipeline for ordering
7 Months Ago
Updated Mushroom World Model to have decreased size Imported Mushroom World Model Colliders Switch Mushroom World Model Colliders from Box to Mesh
7 Months Ago
backup moved moonpool crane to props folder
7 Months Ago
Dynamically show tool world models based on TC content
7 Months Ago
WIP logic for loading scientists back in. New related states, AI design updates.
7 Months Ago
ActionGraph.ValidationIndex
7 Months Ago
7 Months Ago
Initial proof of concept for scoping gamepad inputs - Push input scope if a GameObject has an InputScope component, which pushes the active input context - Don't use Controller.First anywhere other than UI - Poll every gamepad input and store an InputContext per controller, instead of just the first one Todo: - Fallback to first controller if we don't define any input scopes at all - Let the keyboard and mouse easily be the "non-scoped" input, so we can have two player games with just one gamepad
7 Months Ago
Fix schema generation