243,008 Commits over 3,867 Days - 2.62cph!

4 Days Ago
Parent merge
4 Days Ago
Renamed SksViewmodel class to MagazineStateViewmodel now that it is being used for multiple weapons Removed the useEmptyAmmoState field on BaseProjectile and exposed it as an option on the MagazineStateViewmodel component (see SetHasAmmoParam) Updated affected weapon viewmodels: t1 smg, sks, semi auto pistol, m92, prototype 17
4 Days Ago
Added Distance and Attenuation overrides to SoundComponents Draw range gizmos on SoundComponents when selected, respecting
4 Days Ago
Merge from mission_accept_nre
4 Days Ago
Fixed a case where a player would receive client NRE's if they were talking to an NPC and another player accepted a mission while the original player had the conversation open
4 Days Ago
Added `Range` float and `Falloff` Curve to SoundEvent. Allows you to directly specify how many units away a sound can be heard and where along that range the sound begins to falloff. Rename Range and Falloff to Distance and Attenuation Added Sound Distance ControlWidget. Includes quick access to some preset common distances https://files.facepunch.com/CarsonKompon/2024/October/27_19-32-DopeyAmericancrocodile.mp4 Moved all distance-related variables into a Distance Attentuation ToggleGroup (similar to occlusion) Add attribute for audio distance float Slider fixes Re-implemented PreviewSound https://files.facepunch.com/CarsonKompon/2024/October/27_20-48-SteepBighorn.mp4 Fix SoundHandle.ListenLocal not working as intended FloatSlider on AudioDistanceFloatProperty is now exponential, so lower ranges can be fine-tuned with more granularity
4 Days Ago
Merge from binocular_uiscale_fix
4 Days Ago
Merge from main
4 Days Ago
Merge from prefab_replacer_improvements
4 Days Ago
Delete prefab replacer in the Window menu, should be fully superseded by my new implementation
4 Days Ago
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4 Days Ago
Merge from main
4 Days Ago
Merge from gesturepack
4 Days Ago
Added a UI indicator when the player selects a RPS option
4 Days Ago
Merge from main
4 Days Ago
Improved lighting on deployed C4 Phase 1 mergable (Grenades & placed explosives)
4 Days Ago
Merge from gesturepack
4 Days Ago
Fixed player spine look not working after ending a gesture
4 Days Ago
Merge from main
4 Days Ago
Merge from vm_names_ugc
4 Days Ago
Added global.clearVendingMachineNamesContaining - will clear any vending machines that contain the string provided Added global.clearUGCByPlayer - will clear any UGC (not just vending machines) that has been touched by the provided player. Works with steam ID's or player names
4 Days Ago
Beancan fizzle fx replacement. (Was concrete impact)
4 Days Ago
Protobuf gen, server compile fix
4 Days Ago
Fully disable the RollBone class (couldn't see it active on the player model but just to rule it out)
4 Days Ago
further sunrise/sunset tweaks
4 Days Ago
Added avatar mask support to the Pose Tool
4 Days Ago
Added across the board support for presets in all the TweakUI classes Added first pass Low, Medium, High, Max presets in the graphics options menu The UI scale slider now applies 0.1s after the mouse is released rather than while the mouse is held down
4 Days Ago
PicCamera etc more pic stuff
4 Days Ago
merge from halloween24
4 Days Ago
Humans: remove animation-processing VMDL prefab instances living under currently disabled nodes, to work around issue #1681
4 Days Ago
merge from halloween24
4 Days Ago
protocol++
4 Days Ago
Cherrypicking Helks halloween commits - 106058 106228 106549 106558 106559 106573 106580 106581
4 Days Ago
Humans: added WalkFast_E + NE/SE (roughs)
4 Days Ago
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4 Days Ago
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4 Days Ago
Updated loading screen tooltip icon to use the icon prefab Allow a network message to update the tooltip icon enum - Provides two things: existing loading screen plugins will now no longer break with broken network messages - The previously used "title" message can now be an icon enum string.
5 Days Ago
Finish bone updates at end of update if transform has changed after updating bones
Leaderboard backup, run #14958
Leaderboard backup, run #14957
5 Days Ago
Revert, this is likely going to break threaded animation
5 Days Ago
Finish bone update on renderer transform change to ensure bones are up to date in situations where transform changes after animation update
5 Days Ago
Do not do a recursive destroy on mesh copies when loading fbx blend shapes, this seems to fuck up the original mesh it was copied from https://files.facepunch.com/layla/1b2711b1/sbox-dev_NPHzQrVaHv.png
5 Days Ago
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5 Days Ago
Applied everything to grenades. Some iteration on fuse FX and more.
5 Days Ago
Merge from main
5 Days Ago
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5 Days Ago
- editor queue simulator fully working.
5 Days Ago
Fix warnings in editor projects