249,389 Commits over 3,959 Days - 2.62cph!

51 Days Ago
More cleanup, early out if disbaned or toxic
51 Days Ago
Some cleanup
51 Days Ago
Applied Ian's zero rotation script tweak.
51 Days Ago
Small fireball
51 Days Ago
Dispose of navmesh + heightfield generators Add native obstacle rasterization for box, cylinder and convex shapes
51 Days Ago
Moved Map Camera
51 Days Ago
More fixes
51 Days Ago
- Expanded box on workcart to 18 slots - Moved forward and up slightly to try and fix weird interaction issues - Changed lot drop location to on top in order to try and stop dropped loot clipping
51 Days Ago
added mini crossbow viewmodel camera script and its updated rig and idle pose.
51 Days Ago
Refactor, add coffins
51 Days Ago
Temp fix for fire, using facepunch.fire_particle_fast
51 Days Ago
hazmat plushy icon fix
51 Days Ago
merge from hackweek_fishingvillageradio
51 Days Ago
merge from cold_breath_convar
51 Days Ago
mini crossbow textures resized too
51 Days Ago
Upgrade remaining old vmdl files so I can delete all this legacy model code
51 Days Ago
Tutorial map changes
51 Days Ago
Added Cutscene component that works independently from Dialogue component. Lever now uses cutscene to show what it did Hide TongueUI during cutscene Added StartOn and CanHitMultipleTimes to LeverSwitch. Lever in intro scene can only be hit once Lever is no longer targettable when it can't be used anymore More ISaveData stuff Added SaveEnabled Component which saves whether or not a GameObject was enabled. Added to everything necessary
51 Days Ago
Bugfix: fixing misplaced call in CompoundBow Tests: none, trivial change
51 Days Ago
Fixed headshot sound ranges
51 Days Ago
Bugfix: avoid leaking compound bow sound loop - Also added sound recycle on destroy It was just one instance that would be cleaned up on switch-back to bow per player. Tests: in editor pulled the bow till max, quick-switched away, checked via audio.printsounds that it was gone
51 Days Ago
free-floating islands are deleted when carving through the ice, can still have separate disconnected pillars as long as they are connected to the base in some way
51 Days Ago
merge from surgeon_scrubs_wb_craft_fix
51 Days Ago
Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that
51 Days Ago
Split generator Into HeightField and NavMesh generator
51 Days Ago
Clip tutorial map
51 Days Ago
UI: Expose UI.WorldInput.Hovered inside WorldInput component
51 Days Ago
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51 Days Ago
Testing with handshake process fixes if host changes during handshakes...
51 Days Ago
Tutorial stage wip Teleport trigger icon
51 Days Ago
Delete these, they caused crashes and unused
51 Days Ago
VR: check for headset in PreInit() instead of Init()
51 Days Ago
Update: recycle sounds when destroying a BaseLiquidVessel Tests: none, trivial change
51 Days Ago
VR: init g_pVrSystem before finishing material system setup
51 Days Ago
Update: recycle sounds when PhoneController is destroyed Tests: none, trivial change
51 Days Ago
Some final water tweaks (for now) https://files.facepunch.com/ziks/2024-11-20/sbox-dev_7Cb3eqtn8Z.mp4
51 Days Ago
Update: recycle sound when MobileInventoryEntity is disabled Tests: none, trivial change
51 Days Ago
First fix map override task when using launcharguments.map
51 Days Ago
merge /cpu_batching_instanced → /aux
51 Days Ago
Un-check Read/Write on all meshes
51 Days Ago
Update: recycle sounds when RadiationOverlay is disabled Tests: none, trivial change
51 Days Ago
Added "Unmark Readable" Tool to remove Read/Write from meshes
51 Days Ago
Fixed instancing to work with non-read-write meshes
51 Days Ago
Fixed server build
51 Days Ago
Update: recycle sounds on SoundFollowCollider disable Tests: none, trivial change
51 Days Ago
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51 Days Ago
Updating all other fireballs progress.
51 Days Ago
Update: CoalingTower stops it's effects on client side Shouldn't have any effect now since we don't despawn them, but will avoid pooling issues in the future if we suddenly start Tests: none, trivial change
51 Days Ago
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet Don't return components on objects that are IsDestroyed
51 Days Ago
Update: review comments - Removed in-memory file caching and simplified code - Added a semaphore to prevent multiple concurrent uploads - Removed a flat delay when detected trigger phrase to upload a snapshot - Removed post-heartbeat attempt to find-and-upload snapshots Update: braking change mitigation - Fallback to old API json format if failing to process with new one.