249,880 Commits over 3,959 Days - 2.63cph!

4 Days Ago
Fix SceneRenderingWidget not calling Scene.PreCameraRender when rendering with camera component Don't draw gizmos for components that have ComponentFlags.Hidden
4 Days Ago
Fix impact.wood
4 Days Ago
Clear all processors when deserializing mixer otherwise DSP's will hang around forever and we'll quickly run out of slots
4 Days Ago
Nuked the legacy source engine RCON code. +rcon.web now just toggles websocket RCON on or off (default on as before).
4 Days Ago
Remove ToolsWireframe from fur.shader
4 Days Ago
Do the same for trigger listeners
4 Days Ago
We don't really need this
4 Days Ago
Invoke collision listeners starting from physicsbody gameobject owner, propagating down to descendants Remove collision listener invoking from player controller
4 Days Ago
Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png)
Leaderboard backup, run #16792
4 Days Ago
Catapult incen ammo.
4 Days Ago
Fixed potential NRE when using ioentity.debugqueue
4 Days Ago
Only print Building network files if we're building them Add SBDM dedicated server launch option Clean server startup, move command line convar setting logic Make IRenderDevice.IsEmptyAPI const Move network thread to Networking class, prevent crash on dedicated server close Fix Game.Load not working because old game didn't close in time
4 Days Ago
Use [IconName] for DirectoryEntry.FolderMetadata.Icon
Leaderboard backup, run #16781
4 Days Ago
Disable all scientists in primitive mode
4 Days Ago
Add convars to block NPCs from spawning - `npc_spawn_on_junkpile` specifically for junkpiles - `scientist_spawners_enabled` will disable all scientists spawning (peaceful & hostile)
5 Days Ago
- Rewrote crossbow vm attack and reload code from near scratch - Fixed reloads not working correctly - New animation controller setup - Use Viewmodel Camera
5 Days Ago
Can now pull horses when leading them, allowing you to pull them out of tricky spots (experimental) Improved spine IK motion again
5 Days Ago
FX progress backup. Small transmission tweak on catapult bucket.
5 Days Ago
Some cleaning up https://files.facepunch.com/ziks/2025-01-10/sTIPPg7QpQ.mp4
5 Days Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows
5 Days Ago
Can edit action properties from component sheets
5 Days Ago
WIP show action properties in AG editor, can drag into graph
Leaderboard backup, run #16773
5 Days Ago
Another angle at action graph properties Menu for adding properties Some restructuring / simplification Can get / set action graph properties Rewrite to just use a Dictionary<string, object> internally
5 Days Ago
Add referenced resources in the Scene to the vmap. Fixes Facepunch/sbox-issues#6839
5 Days Ago
Less recoil Update gauss_impact.prefab
5 Days Ago
Clean up ParticleFloat parsing Fix gradient error
5 Days Ago
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5 Days Ago
Gas cylinder, radiator plunger and cap mesh and material asset updates
5 Days Ago
Close Dropdown Popups automatically when the parent Panel is hidden. Resolves Facepunch/sbox-issues#6893 Make the Server Browser a bit neater and added a header row. https://files.facepunch.com/CarsonKompon/2025/January/10_14-14-BleakAfricanclawedfrog.png
5 Days Ago
Added ropes when leading horses using FakePhysicsRope Moved FakePhysicsRope logic to LateUpdate Tweaked leading behaviour Fixed players able to stop other players leading horse
5 Days Ago
Update .fgd files Fix NPCs in spawnmenu search not having their weapons set Color:SetUnpacked type checking Improve stack traces for existing error() calls Remove NULLs from Entity.Constraints Added debug.getregistry & IMaterial:GetColor implementations Update garrysmod_english.txt
5 Days Ago
Added "DoImpactEffect" for `ai` and `nextbot` SENTs Added model scale preview to Hammer Fixed a typo in hl2 fgd Update Portal turret relationships to certain NPCs Antlions fear them now, and it hates combine hunters and gunships Fixed Portal Rocket Turrent not updating its facing angles when no target game.CleanUpMap deletes C_Hairball Merge Pull Requests * Fix indentation of the gamemode list items * make file.Write and file.Append return success of file.Open used internally
Leaderboard backup, run #16769
5 Days Ago
Gradient editor: add buttons to select next/previous point without pixel picking faff Gradient editor: clear point selection when whole gradient changes, make reverse work properly aha Gradient editor: Tweak point drawing for better legibility Clamp point location to 0-1 when adding to gradient
5 Days Ago
Improve file.Write function to return success status (#2178) * Improve file.Write function to return success status * Update file.Append to return success status
5 Days Ago
Fix indentation of the gamemode list items (#2179)
5 Days Ago
ParticleConeEmitter - use ParticleFloats, emit within the base of the cone, add Velocityrandom, CenterBias, CenterBiasBelocity, VelocityMultiplier
5 Days Ago
Update Test Scene https://files.facepunch.com/lolleko/2025/January/10_18-17-TornAllosaurus.mp4
5 Days Ago
Ensured reload to reload step is smooth
5 Days Ago
Adding boomerang animation content and initial set up files
5 Days Ago
Add voices UI, tweaked voice transmitter properties to not be worldspace
5 Days Ago
- Use next free slot rather than shots left for reloading - Disable barrel animation for reloading (just now) - Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
Leaderboard backup, run #16768
5 Days Ago
Clean: removing no longer relevant comment
5 Days Ago
woodaxe meta
5 Days Ago
Don't do effects if we're the server in many cases
5 Days Ago
Update: DemoServer improvements and fixes - All ticks are now accepted - exposed an editor only API to inject ticks (avoid serialization roundtrip) - cleaned away tick logging - it generated too many logs Ticks are now caught, which is nice, but it looks like it's not validating them all outside of demo playback (saw only 2 players doing it on a perf capture). That'll be next. Tests: added temp debug assertions that would catch any discarded tick - played the new demo, and there were no more assertions.