240,285 Commits over 3,867 Days - 2.59cph!

10 Months Ago
Only interact with the scene view if your mouse is over it Select the prefab instance when selecting a prefab instance child in the editor
10 Months Ago
harbor_2 dock island + swing bridge prrof of concept
10 Months Ago
Delete remaining unused from engine2
10 Months Ago
made ammo types reflect game.GetAmmoTypes (#2035)
10 Months Ago
Delete protobuf
10 Months Ago
Fix inspector not handling multiple components of the same type properly (fixes sbox-issues/issues/4175)
10 Months Ago
Scene: add multi-select duplicate support
10 Months Ago
Fix hitbox tracing weirdness (fixes sbox-scenestaging/issues/104)
10 Months Ago
Update .gitignore
10 Months Ago
Fix misc warnings Re-organize gameframe Fix prefab enable status not de-serializing in scene (fixes sbox-scenestaging/issues/67)
10 Months Ago
Delete networksystem
10 Months Ago
Remove unused loadingscreen toggle Fix all warnings in Sandbox.Game Fix warning in Sandbox.Access Fix warnings in Sandbox.Menu Fix warnings in Sandbox.Tools
10 Months Ago
Make MusicPlayer work again
10 Months Ago
more rail lift tileset stuff
10 Months Ago
Citizen/animgraph: address a couple of edge cases with that last commit & shove the nodes in a group
10 Months Ago
Delete mostly everything networking related from engine2, should make it possible to delete networksystem
10 Months Ago
merge from xmas_2023
10 Months Ago
gingerbread unlock
10 Months Ago
Fix every warning in Sandbox.Engine
10 Months Ago
Citizen/animgraph: fix potential animation snaps caused by the reset signal used to reset the movement cycle phase sometimes overlapping the frame you start moving (especially while holding SHIFT). Rather than send a reset signal if you were idle for at least 300ms *and* you start moving, simply send a reset signal if you've been idle for 300ms at all https://files.facepunch.com/maxlebled/1b1311b1/sbox_2023-12-13_09-41-59.mp4
10 Months Ago
merge from main
10 Months Ago
Citizen/animgraph: also nest the long transition from post-jump airborne back to normal state https://files.facepunch.com/maxlebled/1b1311b1/sbox_2023-12-13_09-41-59.mp4
10 Months Ago
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10 Months Ago
Leaderboard backup, run #8092
10 Months Ago
More work, still nothing working
10 Months Ago
Attempt 2 at implementing the animation rigging package
10 Months Ago
Adjusted description to reflect a limit on shelters.
10 Months Ago
Limit now responds to shelters being destroyed
10 Months Ago
Ensured toast is always displayed Streamlined and cleaned up conditional placement checks
10 Months Ago
Fix backpacks not hiding the tank part of hazmat suits
10 Months Ago
Ensured limit supports empty shelter list from the beginning,
10 Months Ago
Fix wrapped items being deleted when opened inside backpack
10 Months Ago
Fix item right clicking into backpack after closing the backpack inventory
10 Months Ago
Backpacks will despawn based on the most valuable item inside them
10 Months Ago
Merge from main -> backpacks
10 Months Ago
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10 Months Ago
Merge from tutorial_island
10 Months Ago
Fixed crafting mission step not working if a player crafts an item with a redirect skin (eg. concrete pickaxe)
10 Months Ago
All access supplies mission stages are now mandatory
10 Months Ago
ak47 - locomotion anims with reduced spine movement, applied to override controller
10 Months Ago
Remove reference to boat
10 Months Ago
Fixed craft button highlight not updating after crafting an item
10 Months Ago
Shut the couldn't find driver version warning up Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
10 Months Ago
Fixed opening full screen help info causing a soft lock in mission 2 Full screen help can now be closed with escape or by clicking the background
10 Months Ago
object > prefab correct footstep sound Add some lights to the map
10 Months Ago
Citizen/animgraph: use a nested State Machine (single transition, conditionless) to always fade in the post-jump airborne state over a longer period of time than the downstream SM allows (see commit comment) If we go straight from grounded to airborne (without a jump) then we still want to fade the airborne state quite slow... but we also want a fast snap-free state transition back to grounded if we land almost immediately. Snaps happen if a transition out of a state engages while you're still transitioning into this state. The 'protection' against snaps is done by using 'Time in State' conditions that are slightly longer than the previous transition's blend time. But if we keep that time too high, having very fast transitions (e.g. land-grounded-airborne-grounded-airborne) can look really off. You'd be in the airborne state for a noticeable period of time even though you're running. Therefore a very short 'protection time' below 200ms is required. But with such a short time, going straight from grounded to airborne is too snappy. Therefore, inside the state, we use a new SM, with a single conditionless transition, to always fade in from the upstream state gracefully, over a longer period of time. Because it's effectively a nested SM, it doesn't matter that the downstream state transitions are 100ms long. And because the jump-to-airborne transition is quite long, not only does it barely matter that this fade-in always happens, I also think it makes it look a bit better... The SM always needs to receive a reset from downstream to restart the fade-in from the start, so I have to use yet another 'makeshift reset blocker' to prevent the upstream movement states from getting reset. (Otherwise you'd see a snap as soon as b_grounded went false)
10 Months Ago
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10 Months Ago
VR: More docs for `VROverlay` and `VROverlayPanel` VR: VrInput -> VRInput, extra docs for VRController
10 Months Ago
VR: Docs, rename Input VrHand to VRController VR: Normalize prefix casing to `VR` instead of mixing `Vr` and `VR` VR: VRHand component doesn't fetch skinned model renderer automatically, match behaviour of all other components instead
10 Months Ago
Get rid of angle pitch jitter in scene view