242,897 Commits over 3,867 Days - 2.62cph!

9 Months Ago
Delete CurveProperty.cs Add CurveRange struct (between two curves) Add Random.Float() (faster to get float between 0-1) TypeLibrary allow access to Curve and CurveRange ConstrainToScreen doesn't call AdjustSize() Floating WidgetWindows don't need to constrain to screen Curve Editor WidgetGallery CurveControl tweaks Add CurveRangeControlWidget Make curve editor less obnoxious to look at Add CurveRange option to particlefloats Make value range work
9 Months Ago
Light components derive from a common base class
9 Months Ago
Called the wrong function
9 Months Ago
Fix game test not being in test mode
9 Months Ago
Update config.yml
9 Months Ago
Don't try to init steam during unit tests (!)
9 Months Ago
Bootstrap more linearly Fix unit tests
9 Months Ago
Remove unused Bootstrap cleanup More Bootstrap cleanup
9 Months Ago
Leaderboard backup, run #9004
9 Months Ago
Experimental fix for NRE in NPC death when in an invalid position
9 Months Ago
Bit of cleanup
9 Months Ago
Removing my very buggy inside parent check in ParentIfValid for now. Will fix soon.
10 Months Ago
Avoid potential NRE in TriggerParent ParentIfValid
10 Months Ago
Catch any skin refresh failures, so we won't ever get stuck in skinRefreshInProgress forever
10 Months Ago
metal detector addtional bulb at the bottom viewmodel and LODs added it to the the world and viewmodel prefabs.
10 Months Ago
Add enum for "backpack holster behavior" Weapons can either be holstered on the side or back of backpack Default to back of backpack Assign all guns to the side of the backpack (big launchers better on back) Add additional vector3(s) to control backpack holster offsets (some weapons want to be further back or rotated differently)
10 Months Ago
LargeBackpack Model Update
10 Months Ago
Update release.yml
10 Months Ago
Don't explode props on touch if caught by physgun (explosive barrel) I think this might just be the problem with npc_satchel
10 Months Ago
Don't explode props on touch if caught by physgun (explosive barrel) Try a blind fix for npc_satchel crash I think this might just be the problem with npc_satchel
10 Months Ago
SHA fix?
10 Months Ago
Github actions setup
10 Months Ago
Added holster mount bone to backpack wearables which gets retargeted
10 Months Ago
Try a blind fix for npc_satchel crash
10 Months Ago
Watering can plastic and metal mesh and texture for editor
10 Months Ago
Can expand any output with right-click https://files.facepunch.com/ziks/1b1911b1/sbox-dev_27P2mGG33e.mp4 Expose ValueTuple, IList.Count, Array.Length to TypeLibrary DisplayInfo: Get rid of backquote in generic names Updated Facepunch.ActionGraph Fixed expanded output hiding logic
10 Months Ago
Set proper API host
10 Months Ago
tea_towel material variants
10 Months Ago
Better exception handling during validation
10 Months Ago
10 Months Ago
gaussian_bloom_blur compiled material to fix bloom on dev builds
10 Months Ago
Check valid scene
10 Months Ago
label you on scoreboard Talking frogs (but disabled)
10 Months Ago
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10 Months Ago
hunch satisfied, fuck steamworks
10 Months Ago
Test weapon networked tracer
10 Months Ago
Merge placeholder backpack art
10 Months Ago
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10 Months Ago
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10 Months Ago
New Hair - Tied Dreads!
10 Months Ago
Just testing a hunch
10 Months Ago
level backup
10 Months Ago
10 Months Ago
Make sure parents and children are serialized too
10 Months Ago
reduced opacity of glue material placed glue meshes around buildings
10 Months Ago
Fixed RenderingCommandBuffer error when equipping compound bow
10 Months Ago
Upload to default branch (not staging) Fix NRE
10 Months Ago
Fix warnings
10 Months Ago
more NetworkTable unit tests Lift restrictions on Sync var types (it'll error now instead of silently ignoring)