191,988 Commits over 3,259 Days - 2.45cph!

3 Days Ago
Merge from nexus
3 Days Ago
Revert enabling auto retry in EF on main database
3 Days Ago
ModelDoc: Add custom map option to lighting mode
3 Days Ago
Grab server owner from client list, display their name instead
3 Days Ago
added weaponrack_tall
3 Days Ago
compound s2p
3 Days Ago
updated slide decal graveyard walls - added a damaged segment for compound compound progress backup
3 Days Ago
Disable current game title textentry if we're not the server owner
3 Days Ago
added weaponrack_wide
3 Days Ago
Implement rpc for every particle function Remove particle protobufs Remove prediction logs
3 Days Ago
Merge from main
3 Days Ago
hlsl_parser: strip D3D9 const defs hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers rendersystemvulkan: add missing debug utils check initialize these hlsl string variables so dxc likes them fix vulkan shader errors vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess Use DXC shader names MainVs, MainPs etc in vulkan pipeline
3 Days Ago
Clean up SelectionDialog + move to tool base Select current entity / bone in entity/bone dialog Initialize SceneCamera with a field of view Don't return infinity from SphereCameraDistance Lerp auto camera distance
3 Days Ago
Remove debug log
3 Days Ago
Reduced variant count on core shaders
3 Days Ago
caves s2p
3 Days Ago
Merge from main
3 Days Ago
PrefabLibrary update to _attachment and bonemerge support
3 Days Ago
Refresh entity node when model changes Bones in the tree is bad, lets not repeat that mistake Move SelectionWindow to own file Can delete nodes using delete key Attachment selection https://files.facepunch.com/garry/8ea8230f-b594-4f0a-b00c-c5f789560b35.mp4
3 Days Ago
cave segments S2P
3 Days Ago
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3 Days Ago
cherry picking 78943
3 Days Ago
killed shadow proxies on cave segments - needs deep S2P
3 Days Ago
Added source files for plastic_bucket_a
3 Days Ago
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3 Days Ago
Loose Jeans Updated files
3 Days Ago
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3 Days Ago
compile fixes
3 Days Ago
pooling/reuse tweaks for pegs and pivot points, also now works for placement ghost models.
3 Days Ago
Fix paint should no longer be called spam Add TreeNode.Parent Can't drag entity node onto its own descendant Fixed FloatProperty slider not working if textarea focused Remove line edit precision changing when focused (this is horrible ux)
3 Days Ago
compound S2P
3 Days Ago
added some extra sentries to cover exits extra dressing
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
Rename all the Drag Drop events to start with OnDrag Can drag drop entity nodes to reparent
3 Days Ago
Leaderboard backup, run #557
3 Days Ago
Item redirects will no longer appear in the filter search Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes) Fixed NPC clothing appearing in the filter search box
3 Days Ago
updated source files
3 Days Ago
construct update , lighting , material, vtx color tweak etc...
3 Days Ago
updated textures/materials Merge branch 'master' of sbox
3 Days Ago
Parallax offset should be in the pixel input, not vertex input
3 Days Ago
Fix flag toggles fighting with game object LOD scripts
3 Days Ago
Another gun cam fix
3 Days Ago
Fixed gun cam screen not turning off anymore
3 Days Ago
Removed unused bits and pieces
3 Days Ago
Added (very basic) UI to attack heli
3 Days Ago
Turn damage FX off by default for now
3 Days Ago
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
3 Days Ago
- Fixed 'Powered' list set on attack heli not showing/hiding correctly. - BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set. - EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported. - New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.