223,978 Commits over 3,684 Days - 2.53cph!

49 Days Ago
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49 Days Ago
Added gamemode and entities to whitelist Also disable whitelist for subfolders once a folder passes whitelist
49 Days Ago
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49 Days Ago
Let's try applying a whitelist of folder names to file watchers
49 Days Ago
Move resize box to world space position before snapping it https://files.facepunch.com/layla/1b0711b1/sbox-dev_fVEF49E04T.mp4
49 Days Ago
Menu compile fix
49 Days Ago
player update. exported/set up hammer deploy and attack anims and created hammer override controller for it
49 Days Ago
Add SerializedProperty.ShouldShow() Start reworking ControlSheet so it can hide rows when ShowIf/HideIf is set Add gradient to user customization Clothing item gradient
49 Days Ago
mege from main
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Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png
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49 Days Ago
Cleans up invokes on destroy (applied vending machine screens NRE fix)
49 Days Ago
Merge from tutorial_island_cmd_rate_limit
49 Days Ago
player update. exported/set up salvaged axe, hammer and icepick deploy and attack animations and made new holdtype override controllers for them
49 Days Ago
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled Remove stuff that we're not using now More patterns (though defining these in code feels silly) Apply scales, clean up
49 Days Ago
merge from main
49 Days Ago
Added a new blooded version of the burlap sack world model for the Head Bag
49 Days Ago
Added network_group_debug convar (default false)
49 Days Ago
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49 Days Ago
More recall logic/testing.
49 Days Ago
Hair & Beard Tinting (Test)
49 Days Ago
Replace sounds for GrenadeBeam.HitSound to existing ones Added "Use" input to the base fgd
49 Days Ago
Steam Audio Reflection (#1490) Reflections are re-enabled again. Be aware that right now only "static" colliders block audio.
49 Days Ago
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Lets add these incase they're needed
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Fixed a boo boo
49 Days Ago
Added icon for broken items
49 Days Ago
Bug fixes
49 Days Ago
Add AudioMixer, Reflection performance graph
49 Days Ago
Fixed tutorial island missing terrain splats
49 Days Ago
Protect against invalid transform in CPhysicsBody::AddMeshShape, fixes crash some games are having
49 Days Ago
Condition is now displayed if its less than max on the vendor UI
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performance tweaks
49 Days Ago
Tentative fix for #1492 This might lead to it falling back to normal hotloads more often, but at least it shouldn't throw.
49 Days Ago
merge from main
49 Days Ago
Remove debug Clean that up a bit We can limit the max number of reflective sounds simulating, allowing to put a performance cap on it
49 Days Ago
ComponentFlags.NotNetworked. When a component has this flag, it won't be serialized in the scene snapshot or with a networked object when sent to other clients
49 Days Ago
Brutalist church progress
49 Days Ago
Avoid throwing / catching exceptions when upgrading delegates (#1491) Was very slow when the debugger is attached
49 Days Ago
chicken costume DLC unlock fix
49 Days Ago
Don't EditLog if we're not in the Editor. EditLog separate from BreakFromPrefab because we don't wanna do that just because we're spawning a networked object in a running scene.
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Interpolation Fixes w/ Ownership Change (#1494) 🤞
49 Days Ago
49 Days Ago
Delegate.TryGetActionGraphImplementation() extension method Facepunch/sbox#1491
49 Days Ago
Refactor ray and shape cast (#78) Shape casts are more naturally expressed as an origin transform with translation. Ray casts now use this convention as well. cast (start,end) -> (origin,translation) Add support for multiple cast hits with a callback. Added test for this. Improved test bed with: - first person camera on right-click - tree view for tests - all tests in cpp files for faster iteration - tests are now categorized - save/load of settings shape cast penetration (#79) Simple penetration computation for sphere and capsule casts that initially overlap. Must be within radius. Deep overlap not supported. For sphere or capsule versus mesh, returns the deepest triangle. Added buffering and flushing for text rendering. Report penetration for all cases (#80) Report final penetration in all cases, this lets a character mover sweep and resolve. This is needed because shapes with a radius may have a small overlap at the end of the shape cast. fixes: - sleeping assert - sleeping tolerance use length units - fix shape filtering in broad-phase Cast bug fix (#81) missing case in recent refactor Fix some more cast callback conditions (#82) more testing, more bugs fixed sample IK Solver (#83) Izabu: - Initial commit of full-body IK solver and test Body Definitions (#84) overlap tests remove bvh alignment eliminate duplicate swing/twist functions eliminate redundant limit macros simplify unaligned SIMD load beginning of C API Fix Unreal build (#85) Closest point on body (#86) Also fixed sleep Re-arranged GJK proxy to remove hole in struct Tested closest point in Explosion sample Events (#87) Event arrays are available at the end of the time step instead of using callbacks. Added a faster array for simple data types. Shape definitions for more efficient shape creation. Event fixes (#88) Added hit events and a world level threshold. Captures the manifold point with the largest approach velocity. Added stack array (but not used yet). Added test for hit events. Added initial relative normal velocity the the manifold. We can use this later for speculative restitution. No longer copying manifold data to begin events. All events are configured on shapes and all are off by default. Axis lock Joint active Joint breaking Joint break callback IZ_LINEAR_SLOP ShouldCollide callback Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor Sphere query broadphase Heightfield shape Mesh contact checks IzConcaveShape Dont calculate mass for heightfield
49 Days Ago
Bounds checking in izCreateBVH to be safe
49 Days Ago
Snappier scientist weapon equip on spawn
49 Days Ago
Merge from demo_packet_ordering_subtract
49 Days Ago
This doesn't need to be internal anymore, was leftover from testing