240,580 Commits over 3,867 Days - 2.59cph!

11 Months Ago
Fixed AddRenderer on SkeletonSkinLOD being called before Awake when using server-side ragdolls
11 Months Ago
Merge from Twitch_Rivals_IV
11 Months Ago
Merge from Twitch_Rivals_IV/racing
11 Months Ago
Added a timeout for races (WaypointRace.raceTimeout convar, defaults to 15 minutes) Move WaypointRace component to vehicle position every frame so the player will never leave network range Tighten up toast wording
11 Months Ago
Merge main -> ServerSideRagdolls
11 Months Ago
Improve GameObjectToggleState handling in different hierarchies
11 Months Ago
Extended "Developer/LocalCoord Diffuse" shader to support Alpha and AO; added optimized variants without textures
11 Months Ago
Added a GameObjectToggleState state machine behaviour, can specify a range of an animation in which a given gameobject in the hierarchy can be on or off Assigned to single reload anim to toggle the ammo mesh on and off
11 Months Ago
Changed HBHF from radial menu (hold E) to a dialog (like electric branch) Added checkbox to toggle "Authorized Players" and "Unauthorized Players" Changed default of HBHF from auth + unauth -> unauthed players only Allow configuring HBHF before they are plugged in, as long as you have building privledge
11 Months Ago
Fixed barrel attachments not working (transform needed to be called "barrel")
11 Months Ago
Citizen/animgraph: rework input-based lean layers The upper body lean component now works much better, and is nicely staggered with the additive pelvis position component. A copy of the system, with different settings, is now applied while crouching, which improves settling back to idle. The upper body bit is still a bit hacky due to the lack of model-space additive support, but this works OK enough for now. The entire system is composited in *before* the "center delta" system, so it can't stomp any non-default idle poses anymore. https://files.facepunch.com/maxlebled/1b1611b1/2023-11-16%2021-41-22.mp4
11 Months Ago
Update bedframe shape
11 Months Ago
This can be neater now Conna fixed that stuff
11 Months Ago
Live Unit Testing changes environmental variables and I don't know how to change it, so we get this mess More BytePack game var types
11 Months Ago
trimsheet models .meta files
11 Months Ago
Fix clan table map shader compile error
11 Months Ago
Merge from main
11 Months Ago
vm reload updates
11 Months Ago
added icon
11 Months Ago
Added ablity to pickup carlift if its not in use.
11 Months Ago
Add deployable filter category to industrial (the "Items" F1 tab) as it was missing
11 Months Ago
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11 Months Ago
Remove IPD measurement - feels useless here - and clean up Add TrackedDeviceInfo defaults Move performance timing stuff into VRNative.Timings.cs, clean up some more stuff Put some of this data in Performance window too
11 Months Ago
merge from main with the holy re-serialized materials of deeath
11 Months Ago
latest greybox content... and it's a wrap before review
11 Months Ago
Support params object[] when validating method for CodeGenerator.WrapMethod
11 Months Ago
Initial VR performance stats editor tool Takes data from SteamVR compositor, tries to turn it into something that is more useful for us - not sure how much of this data we need/want, or what else we want right now
11 Months Ago
11 Months Ago
Invoking nested expression graphs works
11 Months Ago
merge from waterguns_last_burst_fix
11 Months Ago
merge from contact-shadow-intensity
11 Months Ago
merge from TugboatDeployableCollisionFix
11 Months Ago
merge from qol_diesel_despawn
11 Months Ago
WIP auth system for shelter.
11 Months Ago
trimsheet .meta file updates
11 Months Ago
Don't update physics position from physics if we're a proxy RPC poc RPC attribute POC
11 Months Ago
BytePack ByteStream faster System.Array writing Expose a BytePack to GameNetworkSystem ( temporary until we figure out how to work it ) Merge branch 'master' of sbox
11 Months Ago
Enable episodic behaviors for npc_citizen Improve autorefresh handling for lua_openscript scripts If the opened script is in one of the special folders such as autorun/, autorefresh those based on our pre-existing rules. Added ENTITY:TranslateActivity( act ) for `ai` type entities Do not handle spawnicons and posters during render.RenderView Added GM:PostEntityFireBullets( ent, info ) This hook is called for every "pellet" of a FireBullets call, contains the performed trace (i.e. which entity it hit, and precisely where), and can block the bullet from firing when returning false Some of the bullet structure data is not available due to it being deemed useless or "obsolete" when the hook is called. Altered how missing members of GM:EntityFireBullets return table work They used to default to weird static values, now will inherit the previous value that was passed to the hook, which seems more logical
11 Months Ago
Added basic priv to shelter using vehicles system.
11 Months Ago
GraphNodeDefinition binding
11 Months Ago
Leather gloves 5min -> 20min Roadsign gloves 5min -> 40min Tact gloves 5min -> 40min Spas12 shotgun 5min -> 60min Basic tea 5min -> 20min Advanced tea 5min -> 40min Pure tea 5min -> 60min
11 Months Ago
Scene cleanup & org.
11 Months Ago
Imported Legacy Furnace FBX, Textures and Materials Setup Basic Prefab for the Legacy Furnace
11 Months Ago
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11 Months Ago
Increase despawn time of diesel from 5min -> 60min (only changing despawn rarity)
11 Months Ago
merge from main
11 Months Ago
3p m4 shotgun anim updates, setup override controller
11 Months Ago
Fix possible NRE on startup from cookies (?) Adding play and stop event (#49) This events has triggered when the scene is started or stopped. Add GetAttachment method to AnimatedModel (#29) * Add GetAttachment method to AnimatedModel --------- Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com> Temporary group header in componentsheet Move Static to Collider - fixes sbox-scenestaging/issues/28 Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33) Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39) Make name unique when duplicating (ctrl+d) Make ID's unique when pasting Fix GameObject/Component references not filling in disabled objects Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48) Basic skeletal pose component - only works with Alyx hands, needs some more thought https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png Remove unused UseRelativeTransform from tracked pose component Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4) Collider uses new shape.Tags Dragging objects into the scene uses physics traces instead of scene traces Remove drag tags when dropping into scene Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12) Keep selected object when starting play mode (sbox/issues/1340) Add some shorthand methods for PanelComponent Make PanelComponent partial (whoops) Add Setclass to PanelComponent ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61) Make sure all our menu popups have a parent, make them stick to the screen their parent is on Component headers can be dragged into control slots Use fixed position when opening component context menu with the button It just feels slightly better this way Add support for moving multiple selected GameObject nodes in the hierarchy Merge remote-tracking branch 'origin/main' into action-editor Some fixes after updating Facepunch.ActionGraphs
11 Months Ago
Fixed IsTypeParameterRequired regression
11 Months Ago