248,566 Commits over 3,928 Days - 2.64cph!

12 Days Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
12 Days Ago
Fix deserializing primary input / output signals
12 Days Ago
Updating battering ram rig hierarchy
12 Days Ago
Added knight armour dlc 4k cinematic textures for media
12 Days Ago
fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
12 Days Ago
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12 Days Ago
merge from qol_report_server_rules
12 Days Ago
merge from lake_fixes
12 Days Ago
merge from workshop_scene_update
12 Days Ago
merge from admin_prefabs
12 Days Ago
Updated knight armour dlc materials and textures
12 Days Ago
Leaderboard backup, run #16037
12 Days Ago
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12 Days Ago
Merge from magnetcrane_deathscreen
12 Days Ago
Merge from xmas2024
12 Days Ago
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check) Enabled on advanced xmas lights
12 Days Ago
Updated invisible admin cube + wall so they can be removed using ent kill
12 Days Ago
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
12 Days Ago
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
12 Days Ago
Added magnet crane avatar icon for death screen. Updated entity with prefab information.
12 Days Ago
merge from hexagontile_kill_fix
12 Days Ago
Disabled saving on hexagongrid.entity
12 Days Ago
Improved projectile hit handling for shields Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
12 Days Ago
merge from socketmod_handles
12 Days Ago
Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
12 Days Ago
Fixed melee vm hit block animations not playing
12 Days Ago
Revert "Fix undo for convert to prefab" This reverts commit da0efcc866f95b30fb02a988989ca165da263779.
12 Days Ago
Parent merge
12 Days Ago
Codegen
12 Days Ago
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12 Days Ago
Merge from main
12 Days Ago
Anim backups
12 Days Ago
Fix LINQ Exception when different typed objects are selected for inspection Fixes sbox-issues/issues/7106
12 Days Ago
Updated muzzle boost description
12 Days Ago
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12 Days Ago
Merge from delete_entity_by_id
12 Days Ago
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12 Days Ago
Merge from fishtrap_restart
12 Days Ago
Merge from clearUGCByPlayer_fix
12 Days Ago
Merge from version_auto_printout
12 Days Ago
Humans: added CrouchWalk_E & CrouchWalk_W
12 Days Ago
Humans: disabled AO proxy nodes now that AO proxy support has been removed
12 Days Ago
Fix undo for convert to prefab Fixes sbox-issues/issues/7009 This only converts the prefab back to an independent GO. It does not undo the creation of the prefab asset and that's good, I don't think we should ever delete files via undo.
12 Days Ago
Dont query for lobbies if we're in the screen for making a lobby
12 Days Ago
Run the version command on client startup
12 Days Ago
Show map title in round UI
12 Days Ago
Reverse footer elements
12 Days Ago
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12 Days Ago
Fixed main menu pointer events being kinda wonky
12 Days Ago
New session list and session creator, can tickbox friendsonly