255,058 Commits over 3,990 Days - 2.66cph!

12 Days Ago
Add ClientModdingEntity to handle RPC for custom vitals
12 Days Ago
Fixed repair/pickup
12 Days Ago
Fix unreliable rigidbody transforming with position editor tool
12 Days Ago
Only let 1 item get added to the move queue at a time Add more checks to try and stop items getting moved to the container if they aren't going to fit (and getting bounced back)
12 Days Ago
Added debug.dropWorldItems, takes a number and an item shortname and drops all the items individually (eg. debug.dropworlditems 10 rifle.ak) Fixed hopper throwing an exception when more than 128 world items are in it's radius
12 Days Ago
+ BaseEntity.SyncVar (doesn't compile)
12 Days Ago
Added implicit conversion operators
12 Days Ago
Add correct list of allowed types
12 Days Ago
Proper client receive method
12 Days Ago
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12 Days Ago
main -> syncvars
12 Days Ago
Deployed beehive spawns particles as well should it have a nucleus and enough comb
12 Days Ago
Enable bee particles on the beehive if it has bees in it
12 Days Ago
Missing files
12 Days Ago
- Added some bee particles around a beehive - Killing a natural beehive makes a swarm
12 Days Ago
Update: ServerProfiler - vizualize process working set memory - using debug binaries for now(bc3e74cd) Need to add virtual set as well and test standalone servers(Win and Linux) Tests: in editor on craggy.
12 Days Ago
Update trace solver to latest Fix bug in mesh cast shape causing incorrect capsule vs mesh casting https://files.facepunch.com/layla/1b1211b1/sbox-dev_a7oytZSV2E.mp4
12 Days Ago
Directional item dropping. Throw items to the ground in the direction you drag the icons.
12 Days Ago
Update: able to capture allocations from all threads Tests: exported a profile in editor. Update: remove hack that forced early recording of data to test tracking all memory allocations Update: able to record working set of a process Tests: tested in editor for win, need to test on linux
12 Days Ago
Improved server projectile trajectory prediction Folders
12 Days Ago
Bugfix: ProfilerExporter - filter out worker thread marks that are before the frame start It was originally correct, but in previous commit I simplified the code, thus breaking it. This restores it. Tests: none, as currently too many changes present in workspace - will test later
12 Days Ago
Door controller tests tweaks
12 Days Ago
Prefab test scenario system (very wip) - Allow us to create more complex tests that aren't practical to write entirely by code - Scenario prefabs placed in the correct folders are automatically added to the test list - Added scenario prefabs loading copy pasted bases and firing rockets at specific hand-placed points, checking that the health of every building block is correct
12 Days Ago
Pie world model visuals now match their view model versions: matching tin colour and correct toppers. Added WorldModelVisualConfig for applying FoodVisualConfigs to world model items.
12 Days Ago
Fixed pie tin tinting. Assigned placeholder tin colours for all pie VMs.
12 Days Ago
Better handling for backpacks, extract all items
12 Days Ago
Merge from hopper
12 Days Ago
Hoppers ignore backpacks (temporary fix, will get this working later)
12 Days Ago
Revert "Make SpringDamp / SmoothDamp frame rate independent" Breaks some games, looking into it now. This reverts commit 825f6120d224d04fce8298534c83d14b2a32bdc5.
12 Days Ago
base rig fbx, placeholder anims, animator, prefabs
12 Days Ago
Merge from menu_friends_list
12 Days Ago
Fix some stuff that got stomped in Hand.cs (sorry Tony)
12 Days Ago
Initial first pass at procedural hand poses, bit buggy, needs cleaning up https://files.facepunch.com/alexguthrie/1b1111b1/sbox-dev_s4WQrpNId2.mp4
12 Days Ago
Fixed warnings not having their ~special~ color in srcds console
12 Days Ago
Missed a semicolon
12 Days Ago
Experimental 24 bit color in DS console, probably with Linux support
12 Days Ago
Add arrow to VrSimulator hand, fixed rotation offset with right hand
12 Days Ago
DualGrabObject: Can't grab same ref if we're holding already
12 Days Ago
Will probably fix the scrolling, for now Update ForumView
12 Days Ago
Add DualGrabObject.UseAveragePosition so we can compare if it's shit or not
12 Days Ago
Can get hand preset per hand from a grabbable - can detach hand mesh and place it onto an object if you want
12 Days Ago
- Swarm now checks its targets to make sure they are viable throughout the whole attack - Greatly optimised target selection and processing - Seperate out think and do
12 Days Ago
Small refactors to hand grabbing API, add WantsKeyboardInput for outside of VR hand input so we can test dual interactions WIP DualGrabObject (shitty code) Update minimal.scene
12 Days Ago
Added support for %CompileNoShadows (VBSP) Include Episode 1 barney model as override It appears to have all the animations from base Half-Life 2. Added "owner" argument to SWEP:OnDrop Added shader name to "failed to create shader" Fixed crash with net_showmsg Fixed hoverball's toggle key not functioning Localization for built-in undo actions Potentially breaking change: Internal undo names changed! Also fixes undo text being processed twice for certain undo actions Adds localization for entities spawned by Sandbox tools (names) Fixed Windows SRCDS not having color output Added `hostile` keyvalue to npc_citizen Will be treated as a combine. Useful for NPC reskins to not have combine noises. Or just for fun.
12 Days Ago
- Make the swarm damage you - Setup realmed removed
12 Days Ago
Abyss pack and page header rework
12 Days Ago
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
12 Days Ago
Added super crappy swarm particle effects (testing)
12 Days Ago
Make SpringDamp / SmoothDamp frame rate independent Fixes #1819
12 Days Ago
made handcar deployable, with a new socketmed_rail that requires it to be within a defined radius of a rail and aligns it to the spline