243,174 Commits over 3,898 Days - 2.60cph!

20 Days Ago
Parts have linear and angular damping, so use them
20 Days Ago
Dynamic joint scaling https://files.facepunch.com/layla/1b1311b1/sbox-dev_8tUelwOLEE.mp4
20 Days Ago
main -> vines
20 Days Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
20 Days Ago
Example rock
20 Days Ago
Template rock
20 Days Ago
Initial work to render a line
20 Days Ago
Fix capsule collider update not using scale Fix adding transformed RnHull, just make a new hull, we were transforming the serialized rubikon hull which is very bad!
20 Days Ago
Dispose of line renderer on destroy
20 Days Ago
- Vine object - Prefab setup
20 Days Ago
Scale hull collider points with world scale
20 Days Ago
Scale ragdoll joint local frames by body world scale
20 Days Ago
Fix capsule collider not using world uniform scale when it probably should
20 Days Ago
Add motion enabled support to ragdoll, motion disabled drives kinematic bodies using render bones https://files.facepunch.com/layla/1b1211b1/sbox-dev_x0MIf0ioIl.mp4
20 Days Ago
Rigidbody with motion disabled uses shadow controller because it's kinematic
20 Days Ago
Destroy physics on ragdoll destroy too Clear physics bones when switching out renderer
20 Days Ago
Add rigidbody flags to ragdoll Add physics lock to ragdoll
20 Days Ago
Use renderer bone transform to set up ragdoll rigid bodies if they exist https://files.facepunch.com/layla/1b1211b1/sbox-dev_Rr8wJCrHB6.mp4
20 Days Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
20 Days Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
20 Days Ago
Change mountable so the player doesnt insta die on dismount
20 Days Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
20 Days Ago
Joint desc limits are in degrees
20 Days Ago
Return joint desc limits in degrees because who wants to deal with radians
20 Days Ago
Set ragdoll collider surfaces
20 Days Ago
Add work in progress ragdoll component that creates child rigid bodies from model physics https://files.facepunch.com/layla/1b1211b1/sbox-dev_CS4vIaEj8o.mp4
20 Days Ago
Make SetBoneTransform and ClearPhysicsBones because I need them
20 Days Ago
News section update, this looks worse, but it's actually better
20 Days Ago
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20 Days Ago
Fix faceted search not working
20 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button
20 Days Ago
Fix crash in CDMXLoader::LoadMesh when there's no position attribute.. unsure why, the offending models need to be looked at
21 Days Ago
Fix LatestPlayed being totally wrong
21 Days Ago
Name links are a component, keep it consistent DailyUsers and DailySeconds - not used anywhere, waste of space Pass CancellationToken down to kusto Player API Ugly stats
21 Days Ago
Leaderboard backup, run #14597
21 Days Ago
Add HullPart.GetPoints
21 Days Ago
Support HideAttribute on enum control widget entries Add points primitive type to hull collider for the situations when you want a custom hull collider defined by points
21 Days Ago
- further cloud density+lighting model experimenting - add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime - clean up
21 Days Ago
Add attachment mode to ball joint, same as hinge
21 Days Ago
Fixed siege tower server collider
21 Days Ago
Ballista gamefeel, placeholder anims
21 Days Ago
Fix crash getting joint desc limits, interop hates this for some reason
21 Days Ago
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21 Days Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
21 Days Ago
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21 Days Ago
customize menu updates, arrow pngs
21 Days Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
21 Days Ago
siege tower update
21 Days Ago
updated refinery scene tweaked cubemap values for night
21 Days Ago
TF2 new map icons/category + adjust some dark ones Also fill the texture with white color if freeimage fails This is for .png image loading Adjust VRAD's -dumppropmaps TGA output to be correct Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs.