243,184 Commits over 3,898 Days - 2.60cph!

20 Days Ago
Fix immortal wolves
20 Days Ago
TTT: fix ragdoll not being created if ttt_dyingshot is on (#2135) Fix assumption of DoPlayerDeath running twice on DyingShot, instead run fully once and prevent future triggers.
20 Days Ago
Replaced radiation removal tea with the anti rad tea in the food cache loot table
20 Days Ago
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
20 Days Ago
Don't show NPC vending machine names
20 Days Ago
Merge from main
20 Days Ago
limit feed first plays to games
20 Days Ago
News on dash Old newsposts Platform news pagnation Dashboard org list
20 Days Ago
Feed api
20 Days Ago
Leaderboard backup, run #14621
20 Days Ago
Parts have linear and angular damping, so use them
20 Days Ago
Dynamic joint scaling https://files.facepunch.com/layla/1b1311b1/sbox-dev_8tUelwOLEE.mp4
20 Days Ago
main -> vines
20 Days Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
20 Days Ago
Example rock
20 Days Ago
Template rock
20 Days Ago
Initial work to render a line
20 Days Ago
Fix capsule collider update not using scale Fix adding transformed RnHull, just make a new hull, we were transforming the serialized rubikon hull which is very bad!
20 Days Ago
Dispose of line renderer on destroy
20 Days Ago
- Vine object - Prefab setup
20 Days Ago
Scale hull collider points with world scale
20 Days Ago
Scale ragdoll joint local frames by body world scale
20 Days Ago
Fix capsule collider not using world uniform scale when it probably should
20 Days Ago
Add motion enabled support to ragdoll, motion disabled drives kinematic bodies using render bones https://files.facepunch.com/layla/1b1211b1/sbox-dev_x0MIf0ioIl.mp4
20 Days Ago
Rigidbody with motion disabled uses shadow controller because it's kinematic
20 Days Ago
Destroy physics on ragdoll destroy too Clear physics bones when switching out renderer
20 Days Ago
Add rigidbody flags to ragdoll Add physics lock to ragdoll
20 Days Ago
Use renderer bone transform to set up ragdoll rigid bodies if they exist https://files.facepunch.com/layla/1b1211b1/sbox-dev_Rr8wJCrHB6.mp4
20 Days Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
20 Days Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
20 Days Ago
Change mountable so the player doesnt insta die on dismount
20 Days Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
20 Days Ago
Joint desc limits are in degrees
20 Days Ago
Return joint desc limits in degrees because who wants to deal with radians
20 Days Ago
Set ragdoll collider surfaces
20 Days Ago
Add work in progress ragdoll component that creates child rigid bodies from model physics https://files.facepunch.com/layla/1b1211b1/sbox-dev_CS4vIaEj8o.mp4
20 Days Ago
Make SetBoneTransform and ClearPhysicsBones because I need them
20 Days Ago
News section update, this looks worse, but it's actually better
20 Days Ago
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21 Days Ago
Fix faceted search not working
21 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button
21 Days Ago
Fix crash in CDMXLoader::LoadMesh when there's no position attribute.. unsure why, the offending models need to be looked at
21 Days Ago
Fix LatestPlayed being totally wrong
21 Days Ago
Name links are a component, keep it consistent DailyUsers and DailySeconds - not used anywhere, waste of space Pass CancellationToken down to kusto Player API Ugly stats
21 Days Ago
Leaderboard backup, run #14597
21 Days Ago
Add HullPart.GetPoints
21 Days Ago
Support HideAttribute on enum control widget entries Add points primitive type to hull collider for the situations when you want a custom hull collider defined by points
21 Days Ago
- further cloud density+lighting model experimenting - add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime - clean up
21 Days Ago
Add attachment mode to ball joint, same as hinge
21 Days Ago
Fixed siege tower server collider