255,019 Commits over 3,990 Days - 2.66cph!

25 Days Ago
Fire pos server validation
25 Days Ago
Subgraph Nodes are green to establish a language that they are user-defined functions that can be clicked into. Result Nodes (the final output nodes) are color-coded blue. https://files.facepunch.com/CarsonKompon/2025/January/28_16-22-ThornyConch.png
P
25 Days Ago
Parent merge
P
25 Days Ago
Merge from media_projects
25 Days Ago
Don't give everything a zero'd workshop id
25 Days Ago
Filter out certain nodes from GetRelevantNodes so they can't be created from Right Click Menu
25 Days Ago
split the magazine from the rifle for the world model
25 Days Ago
Ensure all input fields are generated properly when doing Right Click -> Create Custom Node Create Custom Node will no longer create duplicate inputs when multiple nodes within share the same one input Remove some debug stuff Don't show "Create Custom Node" when selection includes a function or material output node
25 Days Ago
Set Asset's WorkshopId correctly
25 Days Ago
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
25 Days Ago
Can now Right Click -> Create New Node from a selection of nodes to create a Subgraph (similar to ActionGraph) https://files.facepunch.com/CarsonKompon/2025/January/28_12-16-PortlyKid.png Right Click -> Create Custom Node now creates the newly created subgraph node in-place and re-assigns all the connections https://files.facepunch.com/CarsonKompon/2025/January/28_15-03-HumiliatingPlatypus.mp4
25 Days Ago
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25 Days Ago
Piercer
25 Days Ago
merge from primitive
25 Days Ago
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25 Days Ago
merge from primitive
25 Days Ago
Get rid of Facepunch.Steamworks ISteamUgc Implement our own SteamUgc wrapper, with our interop Implement ClothingUtils using new API -> Haven't cleaned this up yet
25 Days Ago
Art progress
25 Days Ago
Hammerhead bolt, does explosion damage to doors only Hitting players will temp ragdoll them
25 Days Ago
Reverted BaseEntity.Parenting change from 111863, not intended
25 Days Ago
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25 Days Ago
Ballista incendiary bolt now creates a world model on impact
25 Days Ago
BasePlayer-Projectile: on impact, we now create the projectile world model before running the projectile item mods Fixes projectiles world model asserting when trying to parent themselves to a destroyed entity (a fire arrow landing on a twig wall for example, the radial damage mod was destroying the wall)
25 Days Ago
Update RapidJSON to the latest version Improve JSON function compliance with the JSON spec util.TableToJSON - math.huge keys now become "Infinity" instead of "inf" util.JSONToTable - Handle NULLs in arrays, convert boolean looking keys ("true", "false") to booleans if this behavior is not disabled by the 3rd argument Minor optimization for util.TableToJSON make lua_run entity keyvalues case insensitive
25 Days Ago
Copied spine avatar settings from main
25 Days Ago
primitive -> Aux2
25 Days Ago
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
25 Days Ago
Revert 'rock formation huge e' materials back to what they should be
25 Days Ago
Add comment to reference rewiring
25 Days Ago
Fix head pop, but had to disable the head look, need to find a way to order proc anim on spine and neck properly
25 Days Ago
Incendiary bolt, doesnt spawn its world model on impact for now
25 Days Ago
primitive -> Aux2
25 Days Ago
Handle cloned references to the prefab root when root is referenced from list or other nested properties. Fixes: sbox-deathmatch/issues/100
25 Days Ago
Fixed siege tower projectile and projectile scale issues (wrong hashes being generated due to duplicate names even though they had different parents) Wrote scripts for: - Resetting box collider transform but retaining position in centre & bounds of the collider itself - Resetting box collider scale but retaining position in centre & bounds of the collider itself - Resetting box collider rotation but retaining position in centre & bounds of the collider itself
25 Days Ago
detatch tow when horse swims
25 Days Ago
Remove duplicate Forward() and remove DepthNormal fallback Put mode fallbacks on materialsystem init instead of gameinfo
25 Days Ago
Added walking bee model, textures and materials
25 Days Ago
natural beehive world model LODs materials and textures
25 Days Ago
Replaced old camera-based environment volume indirect lighting code with new spatial version
25 Days Ago
Cleanup mp5 grenade Make scorch work everywhere
25 Days Ago
Add proc anim to croc tail
25 Days Ago
network++
25 Days Ago
merge from primitive/gameplay
25 Days Ago
Redo track previews to be block based https://files.facepunch.com/ziks/2025-01-28/sbox-dev_rUDi5nRQQY.png Update example movie
25 Days Ago
Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward() VrForward > Forward, reverse fallback so that old shaders with VrForward use that still
25 Days Ago
TextureParameterNodes throw errors for name conflicts Nested ITextureParameterNodes are resolves properly. Textures are now saves with DefaultValues in SubgraphNode.
25 Days Ago
Re-added debug capsule rendering 💊
25 Days Ago
Add DebugOverlay.Model Add DebugOverlay.GameObject
25 Days Ago
Initial single plant pot setup