240,784 Commits over 3,867 Days - 2.59cph!

1 Year Ago
Merge from main
1 Year Ago
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
1 Year Ago
Play a bear roar sfx during the bear mission conversation
1 Year Ago
Don't play sfx for pings created by the mission objectives
1 Year Ago
Give more starting resources in base building mission Don't turn the mission provider to face the player Description fixes
1 Year Ago
Show all declared flags on the EntityFlag_Toggle inspector (needs to be declared in const fields)
1 Year Ago
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower
1 Year Ago
Added editor UI warning if EntityFlag_Toggle is used in an invalid location
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from io_bed_issue
1 Year Ago
merge from cached_browser_tag_fix
1 Year Ago
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1 Year Ago
Support shape cloning
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Shape get material
1 Year Ago
Another big interface cleanup Disable rendering of debug scene objects when debug rendering is disabled Shape set material (density, friction, restitution) Aggregate set surface properties Set shape material when building aggregate
1 Year Ago
Copied over WIP action graph editor WIP dynamic action graph nodes OnShoot example in TurretComponent
1 Year Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing
1 Year Ago
Remove deprecated renderingpipeline stuff that was never even used
1 Year Ago
3p hmlmg hand clipping fix
1 Year Ago
Fix TestWrapSet
1 Year Ago
Document TrackedDevice, remove unused, update skeletal data Move VR class into Sandbox.Engine (forwarded to Sandbox.Game) and respect anchor for tracked transforms Compositor submit bindings, cleanup Submit all the info we need to camera renderer + start rewriting stereo rendering Deleted subviews, crossed/nohmd stereo modes, auto-fidelity, no longer uses multiview instancing Clean up
1 Year Ago
brick_single models https://files.facepunch.com/jason/1b0511b1/sbox_kJMYDn3t1P.png https://files.facepunch.com/jason/1b0511b1/sbox_XlGAXJvURf.png
1 Year Ago
Can now propertly wrap setters/getters. Setter callback passes Action<T> you can call to run default behavior Fix error if value statement empty Update tests
1 Year Ago
Final grading for L. Light emission driven by its own entity to simplify.
1 Year Ago
Snap angle works under 1.0
1 Year Ago
viewmodel glove skinning fixes - diversuit skinning fixes - scientist suit skinning fixes - hazmat skinning fixes - boneknife base file update with correct bone positions - boneknife prefab updated - combat prefab updated
1 Year Ago
Removed tag filtering for cached queries since we didn't take into account excluded tags & the server browser filters out "weekly" tags already
1 Year Ago
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1 Year Ago
Scene tabs Update cube.object Scenes have unsaved changes state (lining up for undo), rename GameObjectComponent to BaseComponent
1 Year Ago
Fix length modifier not applying to some constraints Constraint refactoring to be more flexible and stronger Add root motion strength param from rust Remove stiffness depth (use curve instead) Change MoveFactor to MoveSpeed Bug fixes for some constraints
1 Year Ago
Merge from rail_network_link
1 Year Ago
Rail keeps more distance from monuments
1 Year Ago
Add SerializedObject.OnPropertyChanged callback
1 Year Ago
Hammer: float snap angles and some more presets
1 Year Ago
1 Year Ago
Fix event node userdata not serializing
1 Year Ago
Chefs hat LODs and adjustments to boxing boots
1 Year Ago
Added player skeleton to HuntingTrophy_small Added chicken head to HuntingTrophy_small Texture tweaks for HuntingTrophy_small
1 Year Ago
Update net.lua (#1106) add net.ReadPlayer/WritePlayer Co-authored-by: Python1320 <Python1320@users.noreply.github.com>
1 Year Ago
Set the missing material in the entrance prefab
1 Year Ago
Added missing concrete pavement material
1 Year Ago
Added FGD files
1 Year Ago
More safety in JsonSerializerOptionsUpgrader (#1287)
1 Year Ago
More "reportable" keyvalues in default FGDs Shows useful info in the Entity Report window Added NPC:GetCurGoalType navmesh Lua API additions Added missing enum for NAV_MESH_BLOCKED_PROPDOOR Added navmesh.GetBlockedAreas() Added CNavArea:MarkAsBlocked( teamID ) Added CNavArea:MarkAsUnblocked( teamID ) Added CNavArea:RemoveAttributes( flags ) Added CNavArea:AddAttributes( flags ) Disable default automatic navmesh unblocking Add some of the existing nav related entities to the FGD func_physbox/pushable is ignored by navmesh gen
1 Year Ago
Fix asserts showing as errors in intellisense Delete loads of random shit from game Don't explicitly set MultiProcMaxCount, defaults to # logical processors (which is 96 on our build server) - compiles 15% faster locally for me