249,482 Commits over 3,959 Days - 2.63cph!

47 Days Ago
Compile fix
47 Days Ago
ice sculpture pedestal gibs first pass
47 Days Ago
Ammo in hud
47 Days Ago
re-baked construction guide mesh
47 Days Ago
Fixed multiplayer
47 Days Ago
update deployment bounds
47 Days Ago
Layer exclusions when upgrading
47 Days Ago
mesh collision for ice sculpture pedestal
47 Days Ago
Base hud, fetch scene camera in-world instead of having one on the player, weapon is placed manually in PreRender
47 Days Ago
Experiment with arbitrary physics shapes as navmesh obstacles Performance is not good, needs more optimization to be viable. https://files.facepunch.com/lolleko/1b2611b1/sbox-dev_i7IaHMmjKv.mp4
47 Days Ago
merge from main
47 Days Ago
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47 Days Ago
Ignore triggers in NavMesh Generation
47 Days Ago
Update: Executing deferred command and waiting for it's execution - also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot) Using it to pass control for the actual testing top the game assembly Tests: Ran LoadProcTest, it passed
47 Days Ago
lods and meshlod setup
47 Days Ago
Update SceneObject tags of Sprites and Tilesets
47 Days Ago
GameObject.Network is a class !!!!!!
47 Days Ago
mini crossbow viewmodel animations updated
47 Days Ago
Use uncompiled assemblies (#1714)
47 Days Ago
Missing map reference
47 Days Ago
Increase stone wall player deploy volume area to include collision area. Set time placed.
47 Days Ago
- Wrote a script to resolve duplicate bone names by appending digits - Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
47 Days Ago
Finish line ui
47 Days Ago
- Fixed door NRE still happening sometimes - Changed my stupid OnChildAdded override
47 Days Ago
Scene ref gizmo: show one entry per graph, most recently triggered
47 Days Ago
Siege tower prefabs
47 Days Ago
Expose Local/World transform shorthands to ActionGraph
47 Days Ago
Add "skybox" tag for now and draw black background behind minimap to prevent alpha issues
47 Days Ago
Fixed siege tower drawbridges replication Fixed SiegeTowerDoor NRE Manifest
47 Days Ago
merge from main
47 Days Ago
Fix some couple sounds can't dev cam out of editor Music in tutorial stage
47 Days Ago
More UI cleanup Update fisher interact height
47 Days Ago
impact fx updates
47 Days Ago
Birds Scared Stat Update intro area map Merge branch 'main' of sbox-piecrumb
47 Days Ago
Added Interactable.InteractHeight instead of assuming based on bounds
47 Days Ago
Fix not actually excluding them
47 Days Ago
Disallow sending voice packets unless fully connected Try to mitigate server reconnect spam Also reset owner SteamID in more places don't throttle loopback connections Minor code cleanups
47 Days Ago
Initial setup
47 Days Ago
added GameTip for additional sculpting controls
47 Days Ago
Added clip brush to lower area, added more coins Added a ton of coins to the intro area, fixed water particles Prevent camera from infinitely zooming out in Pause Menu
47 Days Ago
able to switch tool into a smoothing mode with shift+rmb to smooth out the sculpture (desturctively) - hit guide changes colour and taost appears with current state - fixed issue where blurring was setting boundary values to true and causing holes to appear in the mesh
47 Days Ago
Creating new non-asset registers entry and opens rename properly, fixes Facepunch/sbox-issues#7001 Don't let creating new resources be blocked by not yet having a compiled version on disk, fixes Facepunch/sbox-issues#6991
47 Days Ago
Fix duplicate GameClosing panels
47 Days Ago
Added a detail layer property section to each of the blend shaders
47 Days Ago
Waterlogged methods cleanup Tweaked ballista waterlogged point
47 Days Ago
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47 Days Ago
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47 Days Ago
Hide game packages that don't have cll files until they update
47 Days Ago
Hackfix: skip bootstrap smoke test at the start - Key here is skipping error logs, since they trigger test failures. Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control. Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
47 Days Ago
- Removed doubled stats prefab - More logging - Setup feed object parent