240,414 Commits over 3,867 Days - 2.59cph!

9 Months Ago
Add support for `white-space: pre;` Fixes sbox-issues/issues/4345, can see this being useful for rich text, syntax highlighting, etc.
9 Months Ago
Fix wrapping gift inside of backpack deleting the item
9 Months Ago
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9 Months Ago
VR: when saving off the HMD matrix, use the one we get directly from openvr - don't do any processing or bullshit
9 Months Ago
ActionGraph context capturing (sbox-issues#4370) ActionGraph node auto-sizing Fix serializing references to the scene object
9 Months Ago
Simplify serialized graph a bit more
9 Months Ago
9 Months Ago
Merge main
9 Months Ago
2D Skybox has inifnite bounds too
9 Months Ago
When a map is re-compiled from Hammer reload any MapInstance components to reflect the changes
9 Months Ago
9 Months Ago
Add IActionGraph.RemoveInputParameter
9 Months Ago
Meant to upload spritecard not skin
9 Months Ago
ToolsVisHandleTransmissiveLighting just takes two params now
9 Months Ago
Move UpdateAmbientOcclusionProxy from SceneObject_PostFlagsUpdate, was causing asserts
9 Months Ago
Moved "Entity thinking for X ms!!!" physics warning to developer 1 This was already the case for non physics (NPC) entity thinking whitelist materials/*.raw and vehicle scripts in BSP files Fix addon file paths being lowercased before being mounted
9 Months Ago
Don't change SceneObject transform if it didn't change Don't render GameView when it's not visible (in editor)
9 Months Ago
9 Months Ago
Update input node when adding parameters
9 Months Ago
Ability to change work axis https://files.facepunch.com/louie/1b0411b1/2024-01-04%2012-49-22.mp4
9 Months Ago
Fixed UpdateInputOutputs regression
9 Months Ago
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9 Months Ago
IActionGraph.TryGetInputParameter, AddInputParameter extension methods Support for adding optional input parameters to graphs implementing delegates
9 Months Ago
Update citizen with per-vertex curvature and update materials to match new shader changes https://i.imgur.com/Dt9X3Vv.mp4
9 Months Ago
Put CubemapFog and Tonemapping in Post Processing category
9 Months Ago
MapStartupScene
9 Months Ago
Menu close the game properly Add Game.Close() - properly clears launch params
9 Months Ago
Fixed not loading the startup scene fallback when loading a project
9 Months Ago
Only mount projects in editor mode Fix not always finding the map from a map package Fix StartupResources being filled with duplicates Show Launch With Map.. option Use map launch startup scene
9 Months Ago
Update GamePackage tags
9 Months Ago
Align impact decals correctly instead of accounting for the 90 degree offset bug Fix error spam from sound emitter
9 Months Ago
Update decals scene
9 Months Ago
Fixed decals projecting down instead of forward
9 Months Ago
merge from main
9 Months Ago
Disable Rust birthday items (confetti and pinata)
9 Months Ago
Can use HideInEditor to hide components in component selector
9 Months Ago
Fixed play toggle not working while focused on the game You'll probably need to bind this manually, so if it still doesn't work for you, type "bind F5 play_toggle" in console
9 Months Ago
API fixes
9 Months Ago
MenuPanel.Open oipens in the right place Start using webpanel for modals
9 Months Ago
Game doesn't try to put cursor into UI mode if the game isn't playing Update SceneCamera from Component as part of the render
9 Months Ago
More clean up and break placing for now to use prefabs instead of resource
9 Months Ago
Leaderboard backup, run #8620
9 Months Ago
Fix map loading stripping off path
9 Months Ago
Reduce shader compile spam (add -robot)
9 Months Ago
Unsaved
9 Months Ago
MapCollider's physics body will resolve to component Fix NRE in scene trace filter
9 Months Ago
Added liquidcontainer.debugAmounts convar that throws some Ddraw text up to communicate what is happening during water transfers Added liquidcontainer.ClearAllLiquidInContainers convar that clears all liquid, server wide Both are editor only, I added them while debugging an issue. Couldn't find the issue but they might be useful in future
9 Months Ago
Fix smart switch not calculating passthrough properly after receiving inputs from it's turn on/off slots (same issue as regular switch, just needed to be applied here as well)