240,703 Commits over 3,867 Days - 2.59cph!

11 Months Ago
11 Months Ago
Invoking nested expression graphs works
11 Months Ago
merge from waterguns_last_burst_fix
11 Months Ago
merge from contact-shadow-intensity
11 Months Ago
merge from TugboatDeployableCollisionFix
11 Months Ago
merge from qol_diesel_despawn
11 Months Ago
WIP auth system for shelter.
11 Months Ago
trimsheet .meta file updates
11 Months Ago
Don't update physics position from physics if we're a proxy RPC poc RPC attribute POC
11 Months Ago
BytePack ByteStream faster System.Array writing Expose a BytePack to GameNetworkSystem ( temporary until we figure out how to work it ) Merge branch 'master' of sbox
11 Months Ago
Enable episodic behaviors for npc_citizen Improve autorefresh handling for lua_openscript scripts If the opened script is in one of the special folders such as autorun/, autorefresh those based on our pre-existing rules. Added ENTITY:TranslateActivity( act ) for `ai` type entities Do not handle spawnicons and posters during render.RenderView Added GM:PostEntityFireBullets( ent, info ) This hook is called for every "pellet" of a FireBullets call, contains the performed trace (i.e. which entity it hit, and precisely where), and can block the bullet from firing when returning false Some of the bullet structure data is not available due to it being deemed useless or "obsolete" when the hook is called. Altered how missing members of GM:EntityFireBullets return table work They used to default to weird static values, now will inherit the previous value that was passed to the hook, which seems more logical
11 Months Ago
Added basic priv to shelter using vehicles system.
11 Months Ago
GraphNodeDefinition binding
11 Months Ago
Leather gloves 5min -> 20min Roadsign gloves 5min -> 40min Tact gloves 5min -> 40min Spas12 shotgun 5min -> 60min Basic tea 5min -> 20min Advanced tea 5min -> 40min Pure tea 5min -> 60min
11 Months Ago
Scene cleanup & org.
11 Months Ago
Imported Legacy Furnace FBX, Textures and Materials Setup Basic Prefab for the Legacy Furnace
11 Months Ago
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11 Months Ago
Increase despawn time of diesel from 5min -> 60min (only changing despawn rarity)
11 Months Ago
merge from main
11 Months Ago
3p m4 shotgun anim updates, setup override controller
11 Months Ago
Fix possible NRE on startup from cookies (?) Adding play and stop event (#49) This events has triggered when the scene is started or stopped. Add GetAttachment method to AnimatedModel (#29) * Add GetAttachment method to AnimatedModel --------- Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com> Temporary group header in componentsheet Move Static to Collider - fixes sbox-scenestaging/issues/28 Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33) Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39) Make name unique when duplicating (ctrl+d) Make ID's unique when pasting Fix GameObject/Component references not filling in disabled objects Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48) Basic skeletal pose component - only works with Alyx hands, needs some more thought https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png Remove unused UseRelativeTransform from tracked pose component Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4) Collider uses new shape.Tags Dragging objects into the scene uses physics traces instead of scene traces Remove drag tags when dropping into scene Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12) Keep selected object when starting play mode (sbox/issues/1340) Add some shorthand methods for PanelComponent Make PanelComponent partial (whoops) Add Setclass to PanelComponent ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61) Make sure all our menu popups have a parent, make them stick to the screen their parent is on Component headers can be dragged into control slots Use fixed position when opening component context menu with the button It just feels slightly better this way Add support for moving multiple selected GameObject nodes in the hierarchy Merge remote-tracking branch 'origin/main' into action-editor Some fixes after updating Facepunch.ActionGraphs
11 Months Ago
Fixed IsTypeParameterRequired regression
11 Months Ago
11 Months Ago
mint and lavendar id_tags
11 Months Ago
Twitch Rivals hazmat variation
11 Months Ago
Added trimsheet material category
11 Months Ago
Add test for CodeGeneraror wrap method with no arg. Fix wrap method with no arg causing syntax error in generated code.
11 Months Ago
changed push strength upgrade white-space pre-line voice of god more variety more voice of god text curse regen curse less choices
11 Months Ago
Trimsheet planters; Hammer mesh to model
11 Months Ago
Trimsheet Doors; Hammer mesh to model
11 Months Ago
merge from BlackjackWhiteCardBackFix
11 Months Ago
Setup Legacy Furnace Folders
11 Months Ago
Arguments has to be a byte array
11 Months Ago
merge from water_junkpiles_boats
11 Months Ago
merge from junkpile_update_surroundings
11 Months Ago
merge from Twitch_Rivals_IV
11 Months Ago
🚩 Run the exit code before the main game loop, so it doesn't try to render without a window Flagged because this might cause some unforeseen issues.
11 Months Ago
Network object destroy, destroy leaving client's objects
11 Months Ago
Network message cleanup
11 Months Ago
Leaderboard backup, run #7444
11 Months Ago
Remove left over resourcesystem references Remove SceneSystemQtApp so they never get used
11 Months Ago
WIP support for showing multiple teams on the map view while spectating (and potentially all players?)
11 Months Ago
Merge main -> RagdollRewrite2
11 Months Ago
Fixed unparenting/jittering/general weirdness when placing deployables near walls and standing on them while tugboat is moving
11 Months Ago
Remove debug ray in TriggerParent
11 Months Ago
BeginEdit respects CanEdit
11 Months Ago
Basic name editing for TreeNode
11 Months Ago
Added a Waypoint Race system Can be started via WayPointRace.startRace convar Will look for a series of waypoints based on a passed string, eg. calling "startRace air_race" will make a race out of the named waypoints with the air_race prefix (air_race0, air_race1, etc) All vehicles within 20m of the starting waypoint will be considered participants Players receive a toast with a time at each checkpoint, a toast when they end the race with their final position and time and when all players have finished the race a timing sheet for everyone is sent via chat Added a helipad start point to craggy island with an example set of waypoints
11 Months Ago
Merge from main
11 Months Ago
Cherrypick 84867 (Editor only) - 'Add Parent GameObject' update