243,008 Commits over 3,867 Days - 2.62cph!

2 Days Ago
Merge from ai_wolf_iteration
2 Days Ago
Temporarily prevent wolves from hunting scientists until we update their AI
2 Days Ago
merge from qol_map_marker_num -> main
2 Days Ago
Mouse back/forward buttons in asset browser Clean up history logic a bit
2 Days Ago
refinery updates
2 Days Ago
Connect further up the horse (like it would do in real life)
2 Days Ago
Merge from ai_wolf_iteration
2 Days Ago
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2 Days Ago
Fix menu option for "numbered pins" being incorrect Fix pins starting at 0 instead of 1
2 Days Ago
Fix wolf mesh not being culled on client when occluded
2 Days Ago
Use side anchors rather than central one
2 Days Ago
Add scroll layout enter/exit events to ListView Asset browser: only render thumbnails for assets within visible scroll region, dequeue when culled Don't refresh whole browser content when a thumbnail is updated Just do a single thumbnail render per frame for now, feels less janky
2 Days Ago
Added temporary rope material
2 Days Ago
Reduced thickness of tow rope, as well as ampliitude of wind
2 Days Ago
Fix for hands clipping through glove mesh in: Burlap Gloves TacticalGloves LeatherGloves NinjaSuit
2 Days Ago
Optim: Remove editor-only per-decal Update callback - They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead). Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
2 Days Ago
Use cliententities rather than serverentities to find other towing visuals
2 Days Ago
merge from qol_map_marker_num -> main
2 Days Ago
Fade out items you don't own in avatar scene
2 Days Ago
Fix wolves not stopping when ai.move is set to false while the server is running
2 Days Ago
Added Catapult Explosive Ammo FBX, Materials, Textures Setup Basic Catapult Explosive Ammo Prefab
2 Days Ago
Re-setup catapult for towing visuals
2 Days Ago
Fix warning
2 Days Ago
cherrypicking 106676 diversuit cape hack 106706 wearables do proper bone retargetting in the skin viewer - fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible) 106739
2 Days Ago
siege_weapons -> siege_weapons/visual_towing
2 Days Ago
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2 Days Ago
Add "Go To Folder" in recents
2 Days Ago
Replaced small rock formations in the world setup
2 Days Ago
timed_explosive_hit_normal -> main
2 Days Ago
Added normals header
2 Days Ago
timed_explosive_hit_normal -> main
2 Days Ago
Triggers are much more reliable
2 Days Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
2 Days Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
2 Days Ago
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2 Days Ago
Trigger fix
2 Days Ago
Push trigger wip WorldMap wip
2 Days Ago
3p anim updates
2 Days Ago
deleted unused model prefabs
2 Days Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
2 Days Ago
Fix compiled asset filtering
2 Days Ago
Updated composite minimap visuals
2 Days Ago
npc_spawn_on_cargo_fix -> main
2 Days Ago
Early return
2 Days Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
2 Days Ago
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2 Days Ago
Catch case when ResourceProperty has no asset
2 Days Ago
Steam inventory service
2 Days Ago
Easier to target catapult ammo storage Increased reload time
2 Days Ago
Use cloud asset type instead of file extension for filters in Cloud Browser. Resolves Facepunch/sbox-issues#6721