254,392 Commits over 3,990 Days - 2.66cph!

1 Year Ago
1 Year Ago
Node test formatting Ambiguous overload binding tests Either type Use Either type for ambiguous bindings Compare implicit conversions required when resolving overloads
1 Year Ago
1 Year Ago
player update. exported/setup knife anim set. edited skinning/butcher/bone and combat knife entities and created two holdtypes, one for 3 of the knifes to share and one for the comabt knife because it has a unique deploy anim
1 Year Ago
Abyss hazmat helmet01 pipe fixes
1 Year Ago
Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update
1 Year Ago
Updated view model and textures
1 Year Ago
Fixed various model issues + meta files from asset.party uploads
1 Year Ago
Fix QPainter was null when calling setPen errors CompileProgress tests (doesn't work) Fix asset browser file type size Fix NRE in GenericControlWidget Add BaseLayout.AddLayout<T> Add ControlSheet.AddProperty SerializedCollection elements return attributes of parent SoundFileCollection doesn't use PropertySheet
1 Year Ago
Add some exception handling
1 Year Ago
Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API.
1 Year Ago
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1 Year Ago
belt model
1 Year Ago
fixed animation culling issue
1 Year Ago
Arctic Suit pipe fixes
1 Year Ago
Embrasures and shutters also rotatable using R when being deployed
1 Year Ago
Fix shovel gather notice.
1 Year Ago
Disable UseViewModelCamera on metal detector VM for now
1 Year Ago
Increased all plants ripe stage duration from 4h to 14h
1 Year Ago
Fix creating new instances of TMP text in the editor so it doesn't spew errors and never work
1 Year Ago
Initial commit
1 Year Ago
merge from backpacks
1 Year Ago
merged to main ladder_hatch_repair
1 Year Ago
merge from safezone_warning
1 Year Ago
Assume test mode will want rendersystemempty Right now our tests machine doesn't have a GPU attached, for d3d11 it's fine since this runs over D3D11 Warp renderer, but not on Vulkan. Change this if we ever do graphics tests on CI. Running locally our tests pass fine without it
1 Year Ago
Update joints scene to use physics grabber
1 Year Ago
Source entity prefab cleanup.
1 Year Ago
Add EditorUtility.OpenPropertySheet https://files.facepunch.com/garry/c9f2b5cb-f6bb-4895-a401-346d1dbf939c.png Set qt darkmode=2 so windows will follow system theme (I think) Add ControlObjectWidget Add [KeyProperty] Add KeyProperty to TextureSequence.Source ControlWidget will create an editor for unknown types (this will likely need locking down)
1 Year Ago
Updated third person model and world model Deleted old placeholder model
1 Year Ago
Delete flag from craggy
1 Year Ago
added roller model to prefab Merge branch 'main' of sbox-industrial-platformer
1 Year Ago
Support joint breaking on prismatic, revolute, rigid, spherical
1 Year Ago
Compile fix
1 Year Ago
Convar / debug cleanup
1 Year Ago
Implement joint breaking, break callbacks called on post step, breaking a joint disables the component
1 Year Ago
Merge from mfm_test1
1 Year Ago
Merge from main
1 Year Ago
Merged main
1 Year Ago
Fan temp model Scene
1 Year Ago
Ensured triangle ladder hatch can be repaired in repair bench
1 Year Ago
metal detector viewmodel prefab ( viewmodel renderer) update
1 Year Ago
Updated scene
1 Year Ago
Use gizmos for physics debug draw lines for when I need it Comment out early out in capsule vs hull deep penetration until I get the proper fix
1 Year Ago
Updated model/prefabs Added Christoffer's WIP textures
1 Year Ago
Generic Item Page - Brutalist Assets
1 Year Ago
Fix NRE
1 Year Ago
Add initial View Model support - make MP5 use view model to test. Camera borked
1 Year Ago
1 Year Ago
Better display info for property.get output Implemented constructor nodes Fixed property getter nodes Fixed display info for property get / set methods
1 Year Ago
Add [ImageAssetPath] fix SerializedCollection NRE Fix MemberDescription.HasAttribute not finding base attributes Convert TextureEditor to use Sequences SequenceControlWidget has popup instead of doing it all horribly inline Fix SerializedObject changes not propagating upwards ResourceStringControlWidget cleanup Use new Sequences json for amalgamated texture Expose some sheet access on texture Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json Add TextureFile sequence `IsLooping ` Can use particle SequenceTime easier Remove parse_mks.cpp Delete mks importers (everything should use our way now)