223,211 Commits over 3,684 Days - 2.52cph!

28 Days Ago
Edit animgraph
28 Days Ago
Removed counter power consumption and active usage (for real this time) Increased max target number from 100 to 999
28 Days Ago
CanSeeTarget can now take a source position offset, used to check move points.
28 Days Ago
Added dev var for overriding player movement speed This doesn't work Set up animgraph to have upper body / lower body states, and full body takeover state
28 Days Ago
ao on tools
28 Days Ago
Add new_crackhead prefab that uses the new animator
28 Days Ago
moon pool crane texturing
28 Days Ago
door latches
28 Days Ago
Fixed some more missing components on the player (?)
28 Days Ago
Refactor
28 Days Ago
Add test for warnings in built-in projects Facepunch/sbox-issues#5223 Fix warning in AG editor Facepunch/sbox-issues#5223
28 Days Ago
AI playground scene
28 Days Ago
Fixed issues with player prefab (dunno where this came from)
28 Days Ago
Remove now unused LOS offset code
28 Days Ago
AIInformationZone LOS improvements for GetBestMovePointNear
28 Days Ago
enabled material setup on AC unit prop for testing
28 Days Ago
snow effect material config setup
28 Days Ago
snow effect material config
28 Days Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
28 Days Ago
made black screenbacks all flat geo
28 Days Ago
merge from material biome improvements
28 Days Ago
asset zoo prep for props review
28 Days Ago
Merge from main
29 Days Ago
Group jam page by not played, updated
29 Days Ago
Leaderboard backup, run #10419
29 Days Ago
Merge from harbor_tweaks_4_cargoship
29 Days Ago
Fix container doors getting deleted when moving onto cargo ship
29 Days Ago
Adjust docked cargo position for better container access
29 Days Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
29 Days Ago
Use Continuous Speculative
29 Days Ago
Wheel terrain FX, borrowed from cars for the moment
29 Days Ago
Bike physics + visual fixes
29 Days Ago
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace. Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
29 Days Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
29 Days Ago
merge from full_server_demos -> aux2
29 Days Ago
merge simple_upload -> full_server_demos
29 Days Ago
More stabilisation stuff
29 Days Ago
First pass on swing bridge functionality See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
29 Days Ago
Force update passthrough UI when switching between an input/output handle
29 Days Ago
Use async loading to load the menu+game+engine UI in parallel
29 Days Ago
Clamp angular velocity y
29 Days Ago
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
29 Days Ago
Remove usage of dynamic clientside model indices in Lua API
29 Days Ago
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29 Days Ago
Remove contacts and process intersections just before shape or body remove, this allows intersection end events to run before removal
29 Days Ago
Fixed auxiliary outputs messing with how we calculate power drain
29 Days Ago
Merge from main
29 Days Ago
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29 Days Ago
Fix container Ids Manifest
29 Days Ago
quick adjustment to npc