243,025 Commits over 3,898 Days - 2.60cph!

7 Days Ago
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
7 Days Ago
Added `SetLifetime` input to prop_combine_ball 0 or negative values make it infinite. BallCaught and OnBallCaught input/output for portal BALL ent Do not network duplicate health/velocity for players Since it is already done for all entities Do not set collision bounds on physgun beam I don't know why it was being set at all, it's not a physical entity, so let's try simply not setting the collision bounds and see what happens. Not setting the bounds saves on network bandwidth. Minor cleanups
7 Days Ago
frenzy letters in pause/finish menus stay lit up after frenzy has been successfully collected, animate track buttons on solo page
7 Days Ago
Merge from main
7 Days Ago
Ballista reloading cleanup Restored ammo switching Some client anim fixes
7 Days Ago
fix material issues with PlayerCopyTool
7 Days Ago
Have wolf smoothly decelerate instead of stopping dead in its tracks
7 Days Ago
fix issue with rotating unicycle on customize page
7 Days Ago
setup default pages for online achievements settings, fix issues with cursor types
7 Days Ago
Update: Gamephysics now uses TryGetComponent instead of GetComponent - Same perf in standalone builds, better perf in editor builds (avoids string format alloc for null obj description) Tests: Rode a horse on craggy and check profiler to confirm GamePhysics routines were triggered
7 Days Ago
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
7 Days Ago
Expose convar for wolf max per frame budget
7 Days Ago
Changed the ballista reloading to a hold R to reload system
7 Days Ago
pause menu map info shows current track time
7 Days Ago
Added steer angle calculation to load
7 Days Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
7 Days Ago
Tongue Physics Improvements
7 Days Ago
Update: Adding missing ChangeLOD profiling annotation Tests: loaded 6k world and found it in profile data
7 Days Ago
Update: Annotating all VehicleFixedUpdate calls - Replacing existing Profiler.BeginSample with TimeWarning - Moved some samplers around to build a nested flamegraph (consolidates vehicles in the profile) Tests: loaded 6k world and looked through the profiling info
7 Days Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
7 Days Ago
merge from main/Halloween24
7 Days Ago
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
7 Days Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
7 Days Ago
don't allow closing finished menu/resuming with esc
7 Days Ago
merge from military_tunnels_nvg_outfits -> main
7 Days Ago
only show are you sure restart message if we're doing tutorial, are you sure message styling
7 Days Ago
Flash and Decoy Grenade ViewModels https://files.facepunch.com/rickgreeve/image%20%2826%29.png
7 Days Ago
S2P military tunnels
7 Days Ago
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs - only an appearance change: same health, loot & weapons as before
7 Days Ago
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
7 Days Ago
Add loadout for NVG military scientist outfit
7 Days Ago
Add ability for loadouts to override only certain containers - replace the items worn without stripping all items in the inventory
7 Days Ago
color definitions
7 Days Ago
Rebase fixes
7 Days Ago
button animation, button styling changes
7 Days Ago
Iterate, higher quality downsampling
7 Days Ago
Missed file
7 Days Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
7 Days Ago
Revert "Don't create a player if we're the dedicated server" This reverts commit 790bddcd043610e002ecac463563ff099e239799. Update Input Config Switch to use BodyController Add swim and ladder movement modes Update body visibility on non proxies Don't show Pick Up option unless OwnerTransfer.Takeover Add DuckedSpeed
8 Days Ago
Apply gameobject rotation add camera zones to playground
8 Days Ago
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8 Days Ago
Can no longer drag a prefab into itself. Resolves Facepunch/sbox-issues#6595 Can no longer change an existing prefab instance's PrefabFile out for the prefab you're already in via the inspector.
8 Days Ago
Initial Assets have colors Preview tweaks Search widget Asset popup, will turn this into something more tooltip-oriented later Split left / split right Chips from tags Tweak styling, move current project to top of asset locations list Implement chip tag filtering Initial cloud browser, separate from asset browser Initial tabbed asset picker w/ both local and cloud assets Asset type picker Renames, deletes, duplicates handled by IAssetListEntry Clean up Implement `t:vmdl`/`t:vmat`/etc. and filters Implement Everything & Recents Cloud browser uses facets to select type - hide picker on search bar Fix warnings Fix FindItemsThatStartWith Sort recents properly Display "Everything" / "Recents" in address bar when those are active Show asset name if only deleting one asset https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png Show file name + extension Use project root path as root for asset browser stuff Hide hidden files & folders Icons for assets, code, libraries, exports, localization, projectsettings folders https://files.facepunch.com/alexguthrie/1b2211b1/sbox-dev_vj4aOCIDDr.png Hide .sbox folder Open non-asset files (e.g. .cs files) when double clicked too New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.) Implement OnContextMenu in FolderNode Navigate to code files using selected code editor should prefer an active / open solution Hide obj/ folder in code directories Add support for drag-dropping assets / folders / etc. Top of asset locations list shows favorites again Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view Doesn't refresh properly when going from no entries to some entries yet Docs Fixed searching through everything/recents Show pins in tree when there are some added
8 Days Ago
Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view Doesn't refresh properly when going from no entries to some entries yet Docs Fixed searching through everything/recents Show pins in tree when there are some added
8 Days Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
8 Days Ago
Fix networking of gib scale to clients Do not initialize the scaled prop physobj as shadow for client only ents
8 Days Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
8 Days Ago
Fix adding new cloud asset ServerPackages sometimes causing silly hang
8 Days Ago
Added fx effects to all of the battering rams wheels
8 Days Ago
Added GetFrustum to CameraComponent