241,434 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Switch to using filter terms (list of keywords separated by spaces) Use stringbuilder instead of regex for highlighting
1 Year Ago
Fix mem leaks in vfx_vulkan, use smart ptrs to not fuck ourselves over again [pick] encoded_normals.fxc fixes, we shouldn't be using PixelInput in core stuff anywhere
1 Year Ago
Reduce spas12 AI effective range
1 Year Ago
Add normal from first valid manifold on contact to friction events to pass to C# Enable/Disable physics impacts and scrape events as props for now, pass normal from fiction event to AddFrictionSound and create effects where necessary
1 Year Ago
Compiled shaders
1 Year Ago
Ferry terminal S2P
1 Year Ago
Salvo of bugfixes for ferry terminal
1 Year Ago
Fix UI NRE when inserting a redirect skinned inner tube into a research bench
1 Year Ago
50% chance to switch weapon based on target range, when in cover.
1 Year Ago
VideoPlayer: Allow playing videos from URL in both overloads SliderControl: call OnValueChanged when dragging Add VideoPlayer.Muted placeholder
1 Year Ago
Merge from ferry_terminal
1 Year Ago
Basic console filtering Highlight matches https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4 Also apply filter to logger name
1 Year Ago
Add PhysicsImpact struct and use that to seperate effects for Hard and Soft impacts in Surface description (decals + fx) Correctly spawn soft or hard physics impact particles + decals based on squared speed
1 Year Ago
Adding fallback shader when no tessellation is supported
1 Year Ago
Diver Suit model/materials/textures
1 Year Ago
Use ContactPoint + SurfaceNormal to pass into AddImpactSound Let's add decals and particle effects for impacts but try only doing it if speed > 30 - maybe we configure this per surface?
1 Year Ago
Failing test reproducing #1027 Fixed #1027 There might be other reasons why methods won't resolve, will re-open if we encounter that
1 Year Ago
Get rid of "avataranimated" reference in Avatar.IsAppropriate
1 Year Ago
Revert "telephone box" This reverts commit 122dbe75266b7c496cd573ea9228cc6959321037.
1 Year Ago
telephone box fixed wrong texture
1 Year Ago
merge from ai_tweaks
1 Year Ago
Add a LOS and distance check to turn and run for cover
1 Year Ago
Organisation for the future
1 Year Ago
Failing test reproducing #1027
1 Year Ago
WIP texture/mat
1 Year Ago
▊▉▍▅▍▅▉ ▄▌▆▆▊▊▅▅▍ ▌▇ ▌▄▇▅▇▍▅▆▋▄ ▊▅▍▍ ▇▄▋ ▆▌▅▆▆▅▄█ (▄▊▋▊▊▅▆ ▇▇▊▍▄█▆▄▍▊)
1 Year Ago
merge from ai_tweaks
1 Year Ago
Increase acceleration of all human AI to eliminate sliding when initially moving at full speed
1 Year Ago
MP5 weapon progress work in progress of the MP5 SMG
1 Year Ago
trench cover and telephone box
1 Year Ago
merge from ai_tweaks
1 Year Ago
merge from main
1 Year Ago
miniboss exploder fire tweaked unit moveSpeedFactor more miniboss exploder behaviour unit can lose player target trees/barrels etc cant have target balance etc
1 Year Ago
Reverting Kayak, RHIB, Rowboat and SubmarineDuo prefabs to pre-merge versions from this branch
1 Year Ago
CodeGen
1 Year Ago
pivot fix, fixed decals, set up lod values correctly, shadowproxies
1 Year Ago
merge from main
1 Year Ago
Merge from main
1 Year Ago
merge from save239
1 Year Ago
merge from ferry_terminal
1 Year Ago
network++ save++
1 Year Ago
Don't create tools triangle list for runtime meshes for now to investigate crash
1 Year Ago
It's not audio at fault
1 Year Ago
Play audio using stream.play but disable for now to see if it's cause of crash
Leaderboard backup, run #3673
1 Year Ago
Query references using the find api instead of manually Package Card org links to org
1 Year Ago
1 Year Ago
Fixed incorrect joint behaviour in ragdoll due to init order changes
1 Year Ago
big clean up, combined materials, lodded, shadow casters, decals wip, collision
1 Year Ago
v_usp: ported existing animations to updated FPArms rig, adjusted grip, made reload animations more distinct, added dry fire state, made it & regular fire properly self-interrupting