243,538 Commits over 3,898 Days - 2.60cph!

12 Months Ago
Minor refactoring
12 Months Ago
Shift things around a bit
12 Months Ago
Oops, already had some code for PositionTickRate
12 Months Ago
Use FixedUpdate tick for the player corpse position sync. Seems to keep them in sync with vehicles they're on a bit more reliably
12 Months Ago
Added support for showing all members of every team on the map while spectating For this to work the spectator needs to run "global.toggleSpectateTeamInfo 1" to start sending the data By default all teams are shown, on the client the BasePlayer.filterSpectateMapTeamID can be used to filter to a specific team (0 = show all teams) Map markers are shown in the correct team colour and will match their nametags RelationshipManager.createAndAddToTeam will no longer NRE when attempting to assign a player to an existing team (they will get assigned to that team) Moved colours for friendly/hostile/clan into static colours instead of the player nametag prefab for access elsewhere
12 Months Ago
Don't interpolate ragdoll rigidbodies on the server side. This change actually improves the collisions, weirdly enough.
12 Months Ago
Set default ragdoll collision mode to Continuous Speculative - same rationale as for dropped items
12 Months Ago
Enabled ragdoll <-> vehicle collision
12 Months Ago
Fixed AddRenderer on SkeletonSkinLOD being called before Awake when using server-side ragdolls
12 Months Ago
Merge from Twitch_Rivals_IV
12 Months Ago
Merge from Twitch_Rivals_IV/racing
12 Months Ago
Added a timeout for races (WaypointRace.raceTimeout convar, defaults to 15 minutes) Move WaypointRace component to vehicle position every frame so the player will never leave network range Tighten up toast wording
12 Months Ago
Merge main -> ServerSideRagdolls
12 Months Ago
Improve GameObjectToggleState handling in different hierarchies
12 Months Ago
Extended "Developer/LocalCoord Diffuse" shader to support Alpha and AO; added optimized variants without textures
12 Months Ago
Added a GameObjectToggleState state machine behaviour, can specify a range of an animation in which a given gameobject in the hierarchy can be on or off Assigned to single reload anim to toggle the ammo mesh on and off
12 Months Ago
Changed HBHF from radial menu (hold E) to a dialog (like electric branch) Added checkbox to toggle "Authorized Players" and "Unauthorized Players" Changed default of HBHF from auth + unauth -> unauthed players only Allow configuring HBHF before they are plugged in, as long as you have building privledge
12 Months Ago
Fixed barrel attachments not working (transform needed to be called "barrel")
12 Months Ago
Citizen/animgraph: rework input-based lean layers The upper body lean component now works much better, and is nicely staggered with the additive pelvis position component. A copy of the system, with different settings, is now applied while crouching, which improves settling back to idle. The upper body bit is still a bit hacky due to the lack of model-space additive support, but this works OK enough for now. The entire system is composited in *before* the "center delta" system, so it can't stomp any non-default idle poses anymore. https://files.facepunch.com/maxlebled/1b1611b1/2023-11-16%2021-41-22.mp4
12 Months Ago
Update bedframe shape
12 Months Ago
This can be neater now Conna fixed that stuff
12 Months Ago
Live Unit Testing changes environmental variables and I don't know how to change it, so we get this mess More BytePack game var types
12 Months Ago
trimsheet models .meta files
12 Months Ago
Fix clan table map shader compile error
12 Months Ago
Merge from main
12 Months Ago
vm reload updates
12 Months Ago
added icon
12 Months Ago
Added ablity to pickup carlift if its not in use.
12 Months Ago
Add deployable filter category to industrial (the "Items" F1 tab) as it was missing
12 Months Ago
▄▌█▅▋ ▉▅▉▉ ▇▍▄▋
12 Months Ago
Remove IPD measurement - feels useless here - and clean up Add TrackedDeviceInfo defaults Move performance timing stuff into VRNative.Timings.cs, clean up some more stuff Put some of this data in Performance window too
12 Months Ago
merge from main with the holy re-serialized materials of deeath
12 Months Ago
latest greybox content... and it's a wrap before review
12 Months Ago
Support params object[] when validating method for CodeGenerator.WrapMethod
12 Months Ago
Initial VR performance stats editor tool Takes data from SteamVR compositor, tries to turn it into something that is more useful for us - not sure how much of this data we need/want, or what else we want right now
12 Months Ago
Invoking nested expression graphs works
12 Months Ago
12 Months Ago
merge from waterguns_last_burst_fix
12 Months Ago
merge from contact-shadow-intensity
12 Months Ago
merge from TugboatDeployableCollisionFix
12 Months Ago
merge from qol_diesel_despawn
12 Months Ago
WIP auth system for shelter.
12 Months Ago
trimsheet .meta file updates
12 Months Ago
Don't update physics position from physics if we're a proxy RPC poc RPC attribute POC
12 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
12 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
12 Months Ago
Added basic priv to shelter using vehicles system.
12 Months Ago
GraphNodeDefinition binding
12 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
12 Months Ago
Scene cleanup & org.