249,815 Commits over 3,959 Days - 2.63cph!

2 Months Ago
bigger jump window, flow map wip, sound tweaks, remove duplicate map from legacy season,
2 Months Ago
Revert to old fixed update logic. It appears the root issue was synchronized server time causing more fixed updates than it should due to Time.Now changing. This resolves the issue I was trying to solve initially, and also fixes Facepunch/sbox-issues#6906
2 Months Ago
Fixed some grenade refs
2 Months Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
2 Months Ago
pitch music on death adjust stages
2 Months Ago
Add rendermesh resource Add rendermesh asset type Allow sceneobject to be created from rendermesh Add MeshRenderer Add vmesh asset preview Don't hide vmesh assets
2 Months Ago
Cupertino: Libvideo, libSkiasharp, libmpg123 binaries Cupertino: libHarfBuzz and libdxcompiler, configdefaults.osx.vcfg ( do we need this? :S ) Game boots again
2 Months Ago
melee enemies
2 Months Ago
unicycle sounds, menu music, ui tweaks
2 Months Ago
Rewrite to be a console app
2 Months Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix branch specific build error
2 Months Ago
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2 Months Ago
Only use networked velocity for entities that set it serverside Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked Make particle preview background slightly lighter (32,32,32) Fixed more crashing issues to do with particles
2 Months Ago
Check if Interactable is valid on ShopItem (should fix NRE when entering new floors)
2 Months Ago
Added basic chatbox Basic Voice Chat (no UI)
2 Months Ago
Initial Tiled Navmesh Generation (#1689) Goal for this PR is too match current NavMesh functionality, but instead of generating a single large tile, generate multiple smaller tiles instead. This fixes a couple of NavMesh issues, most of them related to nav generation for large maps. Pathing should also improve slightly, since the NavMesh now broken up into smaller polygons. This will be particular noticeable in maps with large empty space and only a few obstacles. The PR does not change the API and should only result in minor behavioral differences, caused by the generated NavMesh being slightly different. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
2 Months Ago
Expose "Does Restock" as Prefab Variable on Shop Item Add Locked Door, Shop Rooms have 50% chance to be locked
2 Months Ago
Add more shop rooms Fix item room bounds Chest fixes + Vitals now has CanTakeDamage and IsInvincible (can take damage but no health is depleted)
2 Months Ago
Ignore self in ground trace
2 Months Ago
Prebuilding menu project halves startup time
2 Months Ago
Added Shop Item and first Shop Room Shops actually take your money now
2 Months Ago
Reduce main menu blur
2 Months Ago
Turn off AO on the main menu because it looks like ass with DoF/fog
2 Months Ago
Removed unused code
2 Months Ago
Fixed main menu guns not being shown
2 Months Ago
Balance out a bunch of audio attenuation
2 Months Ago
Fix hotloading test
2 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
2 Months Ago
Little sound tester tool https://files.facepunch.com/tony/1b1311b1/sbox-dev_HsjHgYb7hU.png
2 Months Ago
EventRecord uses correct Version sha
2 Months Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
2 Months Ago
Cupertino: Add libs and missing dependencies for GameNetworkingSockets, update GameNetworkingSockets
2 Months Ago
add metallic workflow version of LocalCoord Diffuse
2 Months Ago
Audio pass
2 Months Ago
Fix chest warnings
2 Months Ago
Added `give_coins` and `give_keys` commands Added Chest, requires Key to open. Has small chance of dropping an item
2 Months Ago
Json warmup can be a background task. (-500ms) Make logging initialization more predictable to avoid double configuration waste Menu doesn't need access control (-100ms) Only initialize ILHotload in editor as that's the only context it's useful in (-100ms) We can await on account information until after menu is loaded, otherwise we're usually hanging here for a second or more doing fuck all ResourceLoader.LoadAllGameResource: FindFile `*` more optimized than `*.*` (150ms -> 75ms) Update Superluminal PerformanceAPI (Stop nagging) Update AMSI patch for .net9 so we're not wasting 100ms+ every full hotload / package load
2 Months Ago
Rocket explosion.
2 Months Ago
Let's do viewer tag this way instead
2 Months Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
2 Months Ago
Added some more rooms
2 Months Ago
Cleanup unused usings Use Parallel.For( for particles Lets try setting the min/max threads
2 Months Ago
Can't re-equip same weapon
2 Months Ago
Force-off to be sure
2 Months Ago
Don't apply viewer tag to players that aren't me
2 Months Ago
2 Months Ago
Fix healthbar fill
2 Months Ago
Don't render crosshair if HUD is disabled
2 Months Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
2 Months Ago
Okay maybe don't do that bc it breaks fucking everything Minimap TAB view is zoomed out further Minimap based on Camera instead of Player