244,577 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Start feeding NavArea to managed
1 Year Ago
Fixed create game modal not using game filter Create a menu scene panel and add hovering player Tweak rotation on the menu - trail particles a bit odd Tweak menu style a bit for now Remove ActivePage and just use FrontPage, update it Loading panel style tweaks Backdrop filter Remove settings in-game + set random seed so team color is different Use different seed Oops need to add menu resources Add Game.InGame for buildhash so updates immediately
1 Year Ago
LuaMesh.BuildFromTriangles allows modifying the mesh This is only permitted when the vertex count matches between existing mesh, and the new mesh. EntityEmitSound blocks CSceneEntity close captions
1 Year Ago
Remove skins from plastic crate
1 Year Ago
Trim sheets clean up
1 Year Ago
Generate output parameters for #6 Still need to do invocation
1 Year Ago
Create dotnet.yml
1 Year Ago
Make control flow node definitions simpler Some control flow node tests Failing because of #6
1 Year Ago
Don't use ReadByteArrayFromStream (it's gone), comment out RenderToTexture for now
1 Year Ago
Bass, cowbell, flute, guitar, jerry can guitar, tambourine, trumpet setup for weapon racks.
1 Year Ago
Delete volumetric fog gamesystem, game entities and fgd entries C# entity definitions for volumetric fog controller & volumes Everything got to be networked in this shit way First pass getting all of volumetric fog creation in C#
1 Year Ago
Editor folder NavigationMesh, right click to regenerate
1 Year Ago
Removed global.vehicleDismountHoldTime convar Added more specific convars in it's place: groundVehicleDismountTime, flyingVehicleDismountTime, aquaticVehicleDismountTime and horseDismountTime Each convar controls how long it takes to dismount things to support scenarios like immediately dismounting cars but having a 0.5s delay when dismounting air or ocean vehicles Not every vehicle fit perfectly into a category, some notable decisions: -Workcarts, trains, sleds and snowmobiles are considered ground vehicles -Parachutes and ziplines are considered flying vehicles -Submarines, boogie boards and inner tubes are considered aqautic -A computer station is considered a flying vehicle if a drone is currently being controlled
Leaderboard backup, run #6029
1 Year Ago
Added support for highlighting a building block in the pie menu if the current tutorial stage requires it
1 Year Ago
Homing launcher now only sends a network tick if the current lock time has changed. Also fixes visual ADS glitch when switching weapons, unless currentLockTime is changing during weapon switch.
1 Year Ago
Show the button that opens the crafting menu next to any crafting objectives
1 Year Ago
More help videos
1 Year Ago
Fixed OnValidate RustText changes from last week throwing errors when opening prefabs with text in them
1 Year Ago
Re-enabled Homing Launcher ADS
1 Year Ago
Add some conversation text to explain the optional supplies box
1 Year Ago
Merge Main -> HomingMissileLauncher
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Added a slight offset to the maxDistance clamp, to make sure very small distances are handled OK
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Speed up entity IsVisible test performance by capping maxDistance to the maximum of the distance between the two points
1 Year Ago
Merge from main
1 Year Ago
Fixed tooltips that extend over the edge of the screen not getting properly offset to keep all the text on screen (likely broken in the emoji update)
1 Year Ago
No point having a maxDistance param on IsVisibleAndCanSee, with the way it casts both ways
1 Year Ago
Admin tools now also allow disabling the Performance Text UI
1 Year Ago
Add a button on the map view to toggle vending machine visibility (maps to client.ShowVendingMachinesOnMap) Convar is ignored on the death and marketplace screens
1 Year Ago
Remove halo gizmo from light ents
1 Year Ago
Ensure screenshot folder exists when recording video
1 Year Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure
1 Year Ago
Imported from Facepunch/sbox
1 Year Ago
Initial commit
1 Year Ago
Check for valid cref attributes
1 Year Ago
Navmesh generation
1 Year Ago
generation stub Save/Load Rename to NavigationMesh to avoid conflict Draw the navmesh using Gizmo.Draw
Leaderboard backup, run #6005
1 Year Ago
navlib in engine2 Mixed mode navmesh base
1 Year Ago
chest material variation and setup Merge branch 'main' of sbox-sausagesurvivors2
1 Year Ago
Optimize shotgun traps by using the TC of the shotgun trap instead of the player it is trying to shoot at Cache the TC for 3 seconds in shotgun trap (we still check auth normally)
1 Year Ago
Optimize turrets on the server by caching if there are any un-authed target in range & skip scanning targets if that is the case Mark auth as dirty when players are removed from auth or come into trigger range while unauthed Add Action onto TriggerBase for OnEntityEnterTrigger() and OnEntityLeaveTrigger()
1 Year Ago
Stop hunk detected showing all the time
1 Year Ago
Blacklist Cpobj
1 Year Ago
FPArms: prefab updates
1 Year Ago
Editor folders (#1265) - A folder named Editor in your game project's code folder will become an Editor project - Editor projects can access both the editor and the game addon - Editor projects are not sandboxed - These access the GameMenu instance - not client or server - To avoid conflicts, some editor apis changed. - - Cookies => EditorCookies - - TypeLibrary => EditorTypeLibrary - - Event=> EditorEvent
1 Year Ago
Use GameMenu Resource library if inside Tools context
1 Year Ago
Lets make this all easier on everyone by allowing only one Editor folder