239,307 Commits over 3,837 Days - 2.60cph!

4 Months Ago
Kick off the game loop, place ball in player's hand accordingly
4 Months Ago
Fixed potential OOB index error when clearing parented wire segments
4 Months Ago
Restore EndLocalGesture
4 Months Ago
Ensure all swapchains are up to date before doing any rendering rather than when doing it per swapchain when the NativeRenderingWidget renders Finally get rid of that renderdevice window hack that has been there forever, do SetWindowPos correctly in hostedwidget for main window Use SizeToParent to set initial window position initially for HostedWidgets
4 Months Ago
Ball hit loop Create PlayArea utility component to dictate who owns the area where the ball is bouncing (https://files.facepunch.com/tony/1b2211b1/sbox-dev_qfxGhcSR1G.jpg) Ball bouncing game loop
4 Months Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log temp disable copying from scene camera camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse
4 Months Ago
Spawn enemies as prefabs Enemy prefabs Broken everything moving to Sprite Tool
4 Months Ago
use alternate check for IsUnderMouse
4 Months Ago
Minor refactors to holdable/hand placement Some boilerplate on game loop, add TeamComponent, Team enum Add global events for when the ball is hit, ball bounces Refactor a bit Team changed events
4 Months Ago
initial commit
4 Months Ago
Manifest
4 Months Ago
Merge from main
4 Months Ago
Enemies refuse to path over open exits
4 Months Ago
merge from main
4 Months Ago
merge from map_perf_improvements2
4 Months Ago
merge from hackweek_renderlod_collapse
4 Months Ago
merge from ship_patrol_path_vis
4 Months Ago
merge from nexus
4 Months Ago
merge from searchlight_fixes
4 Months Ago
merge from io_seismic_sensor
4 Months Ago
merge from horse_fixes
4 Months Ago
merge from boombox_toggle_fix
4 Months Ago
Merge from map_perf_improvements2
4 Months Ago
Merge from main
4 Months Ago
Highlight parties that are playing a game
4 Months Ago
Fixed map renderers for dungeon cells (only used on xmas dungeons)
4 Months Ago
Leaderboard backup, run #11946
4 Months Ago
Fixed collapsed renderers never switching to their disabled state, causing slow performance degradation as players that leave monuments would never stop rendering those meshes Added a distance meter to the RendererLOD inspector to show the current camera distnace (will use in-game camera if game is running otherwise will use scene view position)
4 Months Ago
Merge from hackwee_renderlod_collapse
4 Months Ago
Merge Bikes -> Aux2
4 Months Ago
Manifest
4 Months Ago
Merge Bikes -> Aux2
4 Months Ago
Merge SidecarRewrite -> Bikes
4 Months Ago
Convert harbor approach node error into a warning Fix player not being able to initialise if the boat paths are disabled
4 Months Ago
Merge from main
4 Months Ago
Fixed underwater labs not rendering (in theory, they don't seem to work at all in the editor?)
4 Months Ago
Wait a second after sending the nexus.redirect command before kicking the player off the server Increase delay before disconnecting in nexus.redirect command to give the loading screen a better chance of rendering Should fix the game stalling for a bit before you see the loading screen saying you're changing servers Might fix passengers in vehicles needing to manually reconnect in transfers
4 Months Ago
Use GenericLerp to get smooth interpolated sidecar angle changes
4 Months Ago
Try to destroy ping instance ASAP in sequential mode Add 0.5s wait between pings to prevent job system interference Add larger wait when waiting for ping to be done
4 Months Ago
Fix wheel trouble more + adjust sidecar angles
4 Months Ago
More sidecar work, fix collision trouble, fix wheel trouble (mostly)
4 Months Ago
Fixed skull trophy error
4 Months Ago
Fix some incorrect transformation in RepositionEntitiesFromTransfer Add some logging to troubleshoot why positions might go bad after a transfer
4 Months Ago
Merge from main
4 Months Ago
Removed a log
4 Months Ago
Added the ability for a viewmodel to disable the arms skin mesh entirely, useful for clothing like hazmats where we never want to see the skin Added a clip mask feature to the skin shader, allows us to mask out a particular area of the hands Exposed a clip mask texture field on the ViewmodelClothing component so we can declare a mask per clothing item (eg. show the skin up to where a set of gloves begins, mask it out underneath the gloves though) Only current issue is that the clip mask doesn't work with the viewmodel camera, will need some shader help for that
4 Months Ago
Fix gameplay bulk events & lag spike events not using data object format Fix server_id missing from the CSV tables
4 Months Ago
Working on a sidecar with hinge joint and separate rigidbody
4 Months Ago
Fix detail.vbsp being broken by git merge
4 Months Ago
switched shader on primary_white_* materials