243,392 Commits over 3,898 Days - 2.60cph!

34 Days Ago
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
34 Days Ago
better logic icon
34 Days Ago
Bugfix: Ignore sound fadeout requests on retired sounds Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic. Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
34 Days Ago
Frontiersman video
34 Days Ago
Button + Switches
34 Days Ago
GameObject,GetBounds() works with MeshComponent
34 Days Ago
Fix stat names
34 Days Ago
Door/Button previews
34 Days Ago
Mesh component center origin restores child transforms
34 Days Ago
Fix scene.get embedded nodes for non-target inputs https://files.facepunch.com/ziks/2024-10-02/sbox-dev_FG2liuGeku.mp4
34 Days Ago
Fixed broken collision mesh for rock_formation_huge_c
34 Days Ago
Add all properties of mesh component to sheet, filter the ones we don't want
34 Days Ago
Reverted recent godrock changes to fix terrain gaps
34 Days Ago
let dpv be picked up with fuel and give you the fuel if you do
34 Days Ago
Bradley logs wrapped in unity editor checks
34 Days Ago
LightBinner::InitFromParent and disable fog shadows
34 Days Ago
Tweak operator node sizes to match input count https://files.facepunch.com/ziks/2024-10-02/sbox-dev_Nv5hjvflDz.png Clean up resource.ref / scene.ref node titles / descriptions https://files.facepunch.com/ziks/2024-10-02/zZzwIo8N8R.png
34 Days Ago
using parallel call to populate water flow from shore vectors
34 Days Ago
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34 Days Ago
Add Widget.GetWindow()
34 Days Ago
main -> release
34 Days Ago
not serializing flowmap, we can just generate it on load
34 Days Ago
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out Tests: noclipped around Craggy with audio recycling logs on - no NREs
34 Days Ago
merge from main
34 Days Ago
merge from world_update_2
34 Days Ago
bucket with no lid vmdl added
34 Days Ago
added additional checks to dpv mounting to make it harder to get stuck
34 Days Ago
Itemstore links
34 Days Ago
merge from main
34 Days Ago
Use EditorWindow for FileDialog parent here, fixes component type selector crash
34 Days Ago
Parent merge
34 Days Ago
Merge from main
34 Days Ago
Disable underwater blur when using underwater_cinematic convar
34 Days Ago
Added prop opffset support when holding a left hand dominant entity
34 Days Ago
Leaderboard backup, run #14356
34 Days Ago
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows) Added option to only apply hand aiming while in ADS
34 Days Ago
Stuff not for this patch
34 Days Ago
Parent merge
34 Days Ago
Merge from main
34 Days Ago
Rebuild manifest, includes missing cliff rocks
34 Days Ago
Remove old spineIkAimOffset system, superseded by new components
34 Days Ago
Fixed left hand IK not getting applied when switching between weapons
34 Days Ago
Parent merge
34 Days Ago
Merge from main
34 Days Ago
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
34 Days Ago
fixes
34 Days Ago
Rubert and Ginnle Anims
34 Days Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
34 Days Ago
Unsaved changes
34 Days Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene