225,842 Commits over 3,714 Days - 2.53cph!

4 Days Ago
Manifest
4 Days Ago
Merge main -> Bikes
4 Days Ago
Default every single SQLITE table to `fastmode` = true - `fastmode` also sets synchronous pragma from FULL -> NORMAL
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Fix the demolish option being the default option when opening radial menu even though it's the last option
4 Days Ago
Full manifest rebuild
4 Days Ago
Don't show the patrol path if the cargo ship isn't active Don't show the patrol path if the cargo ship has begun it's egress Don't show the path for a harbor if the cargo ship has already docked at that harbor Removed the tooltip text changing on the cargo ship map marker - it no longer makes sense now that we have multiple docking spots and we now have better information from the ship path
4 Days Ago
Namespace
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Final touches
4 Days Ago
Merge from main
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Client compile fix
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Call transformchanged in clearinterp
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More cleanup, fix offset, make FixedUpdateInterpolation bool internal for now until decide how we wanna expose
4 Days Ago
Support cloud map drag drop into property https://files.facepunch.com/layla/1b1411b1/sbox-dev_fB6S2Aduks.mp4
4 Days Ago
Clear map when clearing map property Fix copying from map asset paths
4 Days Ago
Make LerpTo expected behavior - same as Vector3.LerpTo, Rotation.Lerp etc
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Everything in this branch - cleanup
4 Days Ago
Removed the IgnoreCollision, let fireballs collide with each other again
4 Days Ago
Subtract 97289. Didn't fix it 100%
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4 Days Ago
Happy with this
4 Days Ago
States can override the actor's wish speed Patrol State can define a delay between navigating to the next patrol point, random speed each time too (https://files.facepunch.com/tony/1b1411b1/sbox-dev_CXoCBRrtRs.mp4)
4 Days Ago
Port Alex's work on patrol paths over to the main branch, with a few changes.
4 Days Ago
Building blocks for AI relationships (friendly tags, enemy tags, no tags found = neutral), added line of sight debugging (op_dev_ai_los) New AI playground
4 Days Ago
Kill StateMachine experiment and all associated code
4 Days Ago
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
4 Days Ago
Fixed insufficient stack overflow
4 Days Ago
merge from optimize_sam_site
4 Days Ago
subtracting heli_global_bridge_client_fix - client compile
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Update .gitignore
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merge from sleeping_death_info_safezone
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merge from heli_global_bridge_client_fix
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merge from quickmove_genetics
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merge from map_perf_improvements2
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merge from promote_leader_update
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Fixed IO entities not being wirable near helis and boats (added the IgnoreWireCheck tag to their prevent building volume)
4 Days Ago
Compile fix
4 Days Ago
merge from favorites_cached
4 Days Ago
Fixed custom colored pie menu options not being colored properly (the wire tool selected color was always grey instead of the actual color)
4 Days Ago
Changed GetHackableCrates over to just checking the child entities, and set to private
4 Days Ago
Build phrases
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Render target API (for swapchains)
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Server+client compile fix
4 Days Ago
merge from nexus
4 Days Ago
Added Entity:GetBoneFollowers, new argument to Entity:CreateBoneFollowers Entity:CreateBoneFollowers( table of bone names ) Throw errors when ColorToHSL/ColorToHSV/physenv.SetPerformanceSettings gets not a table Bone follower support for AI and Nextbot SENTs Added Entity:Dissolve( type = 0, magn = 0, orign = EntOrigin ) Added a 3rd argument for PathFollower:Chase - cost function Added NPC:Set/GetStepHeight
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4 Days Ago
More WireTool code cleanup and comments for future me