249,441 Commits over 3,959 Days - 2.63cph!

42 Days Ago
Drop the flag on death Make sure it stays upright when dropped: added a new center of mass override setting for dropped items
42 Days Ago
Punch card
42 Days Ago
merge from fix_telephone_grid -> main
42 Days Ago
viewmodel metal shield anims updated so the arm is visible
42 Days Ago
Add an alternate render method
42 Days Ago
Switch telephone to using the MapHelper class
42 Days Ago
merge from main
42 Days Ago
Add `printgrid` command to debug position -> grid name code
42 Days Ago
Refactor teleport2grid so finding map grid based on string is inside MapHelper.cs
42 Days Ago
Dynamic NavMesh Obstacles (#1706) Allows to block of certain areas of the navmesh both in editor and at runtime. For this we introduce and expose the concept of **navmesh areas**. Areas can affect navmesh generation and agent behavior/pathing. ### Details - Accomplished by implementing a tile cache that stores an intermediate representation of the navmesh - The intermediate representation can be used to modify & remove areas of the navmesh. - Modifying the intermediate state is magnitudes cheaper than rebuilding the navmesh from scratch. - Static areas are basically free. - Moving areas are a bit more expensive, but you should be able to have at least a couple of dozens of them - The area's shape is defined by a (trigger) collider that can be linked to a nav area component https://files.facepunch.com/lolleko/1b2911b1/sbox-dev_JTOOu8AAeA.png https://files.facepunch.com/lolleko/1b2911b1/sbox-dev_3XdDSxj7Ly.mp4 https://files.facepunch.com/lolleko/1b2511b1/sbox-dev_XBNEUDAPfh.mp4 https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4 ### Summary Allows to create a navmesh area, link it to a (trigger) collider & set it to blocking to create an obstacle. In the future we can expand on area functionality: custom tags, local navmesh generation parameters...
42 Days Ago
Fix NRE on editor shutdown
42 Days Ago
merge from wallpaper_analytics -> main
42 Days Ago
Add analytics when spraycan is used to change entity skin in the world
42 Days Ago
Log skin id of any entity submitted to analytics
42 Days Ago
Ice shader: add tangent reconstruction normals will now behave properly, improve parallax offset calculation, and add frost min/mid/max sliders.
42 Days Ago
merge from main -> wallpaper_analytics
42 Days Ago
fix codegen (used changes from different branch)
42 Days Ago
merge from main -> wallpaper_analytics
42 Days Ago
adjusted toolgun.entity lod distances to match worldmodel prefab values to fix harsh lod transitioning
42 Days Ago
Fix NavmeshArea.IsBlocking not toggling state
42 Days Ago
Lock high priority network queue behind convar `high_priority_network_queue`
42 Days Ago
merge from main -> network_queue_priority
42 Days Ago
codegen
42 Days Ago
GameObject serializing survives when a child is somehow added during serialization
42 Days Ago
merge from twitch_rivals_2024/twitch_rivals_flag
42 Days Ago
merge from /flashlightfixes/fulloverhaul
42 Days Ago
merge from landmine_disarm_explode_bugfix
42 Days Ago
more balancing zoom perk
42 Days Ago
Leaderboard backup, run #15749
43 Days Ago
Dir change
43 Days Ago
Experimental invoke based reload system tests
43 Days Ago
Backups/unsaved
43 Days Ago
balancing fix cursor hotspots attack satellite perk balancing
43 Days Ago
Fixed showing the wrong other inventory :facepalm:
43 Days Ago
Fix NRE in color picker when there's no parent
43 Days Ago
Fuck it Fixed PlayedCards grouping target cards based on who played the card, not who they are targeting
43 Days Ago
Bday 11 poster scene tweaks + backups
43 Days Ago
Can distinguish targeted cards in PlayedCards panel, as well as global cards
43 Days Ago
Merge from shields
43 Days Ago
initial implementation of targeted cards flow
43 Days Ago
Fixed duck
43 Days Ago
Deselect card
43 Days Ago
Card UI redone
43 Days Ago
merge from network_queue_priority -> aux3
43 Days Ago
Prototype: create a high property network update queue for building blocks, high walls & SAM sites - this should cause bases to load in faster when travelling fast across the map (in vehicles)
43 Days Ago
Disabled the animation from HitGuide because DepthBuffer limitations, hashtag sadface.
43 Days Ago
Fixed speed ratio calculated based on the current gait Fixed NRE when jumping
43 Days Ago
Hide, JsonIgnore on GameResource
43 Days Ago
Merge from campfire_purifier_freshwater_fix
43 Days Ago
Fixed campfire water purifier no longer accepting fresh water in the propane tank section (unintended regression)