250,361 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Initial commit
4 Months Ago
4 Months Ago
Only update cached if change ID has increased
4 Months Ago
Maps can have stats, achievements, leaderboards
4 Months Ago
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4 Months Ago
prop_physics from maps are fully networked We don't need to load the scene on the joining client Add Application.ClearGame Add Application.MapPackage Refactoring Refactor Add SceneNode to more easily check if we're the owner of a GameObject Add achievement/stats apis for maps Fix NRE in ToClipboardString Expose more stats/achievements stuff to ag
4 Months Ago
Obsolete fixes
4 Months Ago
Ortho test scene
4 Months Ago
API update
4 Months Ago
Tweak graph saving logic, warn if no editor session found
4 Months Ago
Fix DPV appearing in crafting menu in tutorial
4 Months Ago
Look at interact prompt
4 Months Ago
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4 Months Ago
WIP frame scene ref target on double-click
4 Months Ago
Mute run effects for the moment Don't look at camera in dialogue update scene
4 Months Ago
Merge: from soundmodulator_leak Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly. Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
4 Months Ago
Bugfix: don't clear modulators when not pooling, fixes zipline NRE This was caused by my previous fix Tests: rode the zipline twice on Craggy, then noclipped away from the island, and rode the zipline again - no NREs
4 Months Ago
More scene.ref node icon tweaks https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png
4 Months Ago
Subtracting 105130 and 105295 (obfuscation_build_fix)
4 Months Ago
WIP game object thumbnails in graphs Refresh object thumbs when scene saved Node icon tweaks https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4
4 Months Ago
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4 Months Ago
merge from world_update_2
4 Months Ago
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Mirror scene
4 Months Ago
Add mirror example component, this isn't ready to be used in games, it's for us to debug rendering issues
4 Months Ago
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4 Months Ago
Expose GameObject.PlaySound, StopAllSounds to ActionGraph
4 Months Ago
Leaderboard backup, run #14308
4 Months Ago
Copy monuments_scene from mac build server (scene bundles are not cross platform, see maps.bundle)
4 Months Ago
Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
4 Months Ago
NPC rig update
4 Months Ago
More merge fixes, including updating the animator. RPS now fully functional
4 Months Ago
Reapply gesture code changes and fixed up gesture picker in the menu
4 Months Ago
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
4 Months Ago
Fixed positioning on fan mesh on worldmodel Fixed worldmodel missing outline and adjusted collider size
4 Months Ago
Merge from main
4 Months Ago
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
4 Months Ago
Wall slide anim Dive does damage
4 Months Ago
Leaderboard backup, run #14300
4 Months Ago
Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums https://imgur.com/a/tybd5Dv
4 Months Ago
WIP game object thumbnails in graphs Refresh object thumbs when scene saved
4 Months Ago
reset pivot on divesite_plane, divesite_plane_COL and removed COL from visible prefab
4 Months Ago
Show cubemap complexity on tiled debug vis as well https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png
4 Months Ago
Cubemap frustum cullinng
4 Months Ago
Human: lots of updates, see commit comment • 2 walk animations & default idle poses • Same prefab changes as Citizen • Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose • Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
4 Months Ago
Delete old human male.vmdl
4 Months Ago
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
4 Months Ago
world_update_2 -> main
4 Months Ago
radioactive_water -> world_update_2