248,561 Commits over 3,928 Days - 2.64cph!

13 Days Ago
Added luminance weighing to TAA to reduce flickering
13 Days Ago
Same thing with Nullable Button
13 Days Ago
Prefab Variable button now shows when there's differences in a Multiedit https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4
13 Days Ago
Turn off collider object when we die
13 Days Ago
Fixed wonky net flags for kill/damage
13 Days Ago
Added Multiedit support to Component Context Menu
13 Days Ago
jungle_ruins_b iteration2
13 Days Ago
Fixed .gma whitelist being different between game/gmad Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fixed crashes to do with NPC:TaskFail Fix weapon spawnmenu autorefresh adding icons to nil parent Remove Ep1, Ep2 and Lost Coast mounting All of those are now part of the Half-Life 2 mounting option Stop shipping Commentary Editor for -tools Fix BRANCH being set to `prerelease` on NONE beta clients Delete cl_soundfile Unused, no reason to keep it. Fix r_lightcache_zbuffercache 1 crashing if set after map load Disallow sending voice packets unless fully connected Try to mitigate server reconnect spam Also reset owner SteamID in more places Update .gitignore & build related things Build Linux game with Steam Runtime More minor cleanups Fixed being disconnected from sv_lan servers due to recent changes Added sv_quota_stringcmd_kick Fixed crashes wiith CTriggerWind when loading a save Fixed Lua error with DTree node having 0 child elements Fix "Invalid string command" false positive
13 Days Ago
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13 Days Ago
Exclude gmod.exe from srcds win32 deploys Add some more known backdoor URL to blacklist Do not set commentary to 0 on map start Since we removed the commentary system entirely Fix "material __error is missing" error on map load Delete __screenshot_internal Fixed crashes to do with render groups Fixed crashes to do with render groups Disable a bunch of useless gamemenucommand commands PlayerAuthed fixes Fix PlayerAuthed being called twice Fixed PlayerAuthed always returning empty SteamID even when we have it available Disable -textmode harder Isolate RemoveAllWeapons changes to Player:StripWeapons Player:StripWeapons still drops weapons, KillSilent no longer does Fixed crashes with missing physics objects In bone followers and info_radial_link_controller FIxed crashes with particles getting insane particle count This was due to "emit noise" emitter
13 Days Ago
Merge from indirect_instancing
13 Days Ago
Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130 Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134
13 Days Ago
Update to use new Rpc attributes
13 Days Ago
removed lodgroup from jungle_ruins_wall_3m_D prefab
13 Days Ago
Update to dotnet 9 Only print scopes / expressions if EnableDebugLogging is true
13 Days Ago
Reduce player outline width, only show killer outline if we're spectating
13 Days Ago
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13 Days Ago
Splines: Add working state from a couple of months ago (pre FP) Basically a port of my C++ spline library wrapped with a component + editor tool. Still requires some API and Editor UX cleanup. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_0KaDTZAF7l.mp4
13 Days Ago
Update player to use PlayerController
13 Days Ago
refinery updates muzzle flash updates + meta files Refactor crosshair, no more razor Hitmarkers, kill markers re-implementation Kill marker is also red Fixed ServerBrowser NREs caused by Data being null Fixed some warnings, removed libwheel Features Update M4 recoil pattern Browser Cleanup Remove deck Replaced annoying button hover sounds with less annoying ones Modal system, hand-hold the player through lobby list Should have sorted crosshair nre Camera error fix Playtest fixes Sort gamemodes correctly, disabled some modes for now Another couple of error fixes Fixed all the mount grenade prefabs, resolve usp bodygroups NetworkSpawn weapons after setting owner so it's sent at once Should've fixed multiple weapons overlaying Fixed map voting Fixed player markers offset Use correct mixer for main menu music Make lines transparent when sprinting, keep dot if we have one Crosshair improvements Fixed pause menu button going mental Reduced distance of some weapon sounds Fixed HE explosion sound Fixed missing player stats component on several gamemodes Don't need this shit NRE get_IsLocalPlayer fix Possible fix in GameModeObject ScreenShake.FOV fix PlayerStatsRule NRE fix Rename Casual Defuse to just Defuse, remove helmet/defuse kit defaults Map Refactor, remove MapDefinition, use MapInformation as Scene metadata, pass scenes around instead of wrapper Remove .map files Update backgrounds for map scenes Fixed up weapon visibility in thirdperson Greatly simplify how we render stuff based on being firstperson/thirdperson, should be very solid now Refinery: Add ambient light, place a few characters around in editor only mode Don't need flags on these Don't render crosshair if HUD is disabled Don't apply viewer tag to players that aren't me Force-off to be sure Can't re-equip same weapon Let's do viewer tag this way instead Little sound tester tool https://files.facepunch.com/tony/1b1311b1/sbox-dev_HsjHgYb7hU.png Balance out a bunch of audio attenuation Fixed main menu guns not being shown Turn off AO on the main menu because it looks like ass with DoF/fog Reduce main menu blur Fixed some grenade refs Fix knife swing sound, amongst other fixes Tweak HE grenade, little bit higher fuse time, bit more bouncy, emits temporary bounce sound, has rolling restitution I'm turning off AO for now Fixed bomb icon showing up for everyone when it shouldnt Fixed size inconsistency between round team display Fixed game status display flicking the time up repetitively Use Overlay for viewmodels Adjust Crosshair to show in thirdperson if we're locally controlled, or disappear if we're not locally controlled Crosshair types, alpha interpolation Add Equipment.CrosshairType No ammo state for Crosshair Save some useful metadata in weapon prefabs so we can use it for dropped weapons, so we can use accurate bodygroups, model, bounds from the model renderer Removed some unused props Fixed not being able to hit E to pick up a weapon Don't play zoom sound if ending zoom on drop when we're not zooming at all Don't create tracer if the effect distance is low Attempt at ensuring RoundStateTeam avatars change when they should Save out C4 so we have its metadata Use legacy tonemapper for now Add CrosshairType.Dot Refinery's too small to even need global fog Proper icons for USP-S and Bayonet Update grenade icons Up molotov's throw power to match the HE Add ScoreAttribute.ShowTeamOnly, make balance only show up for teammates Add sync'd weapon flags so aim is properly networked, works properly when spectating other players Fixed air-kill killfeed icon being always black, it should be the attacker color if not self various VFX adjustments Fixed headshot sound ranges Temp fix for fire, using facepunch.fire_particle_fast ApplyThrowableAnimations NRE fix Proper validity checks in Chat, add PlayerPawn.GetZone<T> Component constraint Bomb-proof the bomb plant component Shouldn't need this redundant null check GameNetworkManager assert demoted to warning Crosshair camera validity fix ScreenShaker camera validity fix Color adjustments for camera Fixed references to human textures being broke Stop "active sound handle count" spam Restored default movement, incl penalties, tweaked base friction, implemented real noclip
13 Days Ago
Fix undefined output regressions
13 Days Ago
jungle_ruins_a iteration2
13 Days Ago
metal shield 3p melee attack anim updated
13 Days Ago
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
13 Days Ago
Fix inheriting async from outputs Output values can be constant expressions For much simpler expression trees
13 Days Ago
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13 Days Ago
Clean up folders
13 Days Ago
cherrypicking 109219 Fix wolves not fleeing when damaged when their target is inside a safe zone
13 Days Ago
Remove r_use_fullsort_for_opaque, we always depth prepass Add FillMode render state override on scene layers Remove this hidden dynamic objects stencil mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode
13 Days Ago
merge from giveitemfailed_toast_fix
13 Days Ago
merge from legacy_shelter_description_change
13 Days Ago
merge from voiceprops_itemstore
13 Days Ago
merge from hackweek_car_radio
13 Days Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
13 Days Ago
WIP scene that tests navlinks
13 Days Ago
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
13 Days Ago
merge from siege_weapons
13 Days Ago
Reported error fix
13 Days Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
13 Days Ago
fixed pivot points on construction meshes
13 Days Ago
new merge from /main and /indirect_instancing
13 Days Ago
Merge from /main
13 Days Ago
Merge: from main Tests: none
13 Days Ago
Potential fix for 1683 - may be a scuffed way of doing it. Two instances of Sandbox.Game can exist - store members of Commands from both, invoke / set those members when ConVars change. Allows [ConVar] and [ConCmd] in Sandbox.Game to function properly when in a game
13 Days Ago
Prevent scientists from magically knowing where you are and homing on you They now have to use their senses, guess and search methodically Allowing them to be surprised, baited and flanked Fix scientists seeing through opaque tarp
13 Days Ago
[interop] Don't create handle stuff in static functions Don't init VR if we're a console app Don't print vulkan device info if we're a console app Remove unused Unused
13 Days Ago
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13 Days Ago
merge from main
13 Days Ago
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13 Days Ago
Merge from main