256,226 Commits over 3,990 Days - 2.68cph!

3 Years Ago
Fixed missing server cull tag on salvaged sword world model, removes a useless transform on the server
3 Years Ago
Initial implementation of ferry queueing at docks
3 Years Ago
Remove PlayerInput, ItemCrafter, PlayerBlueprints and SteamInventory components from all scientists and dwellers
3 Years Ago
Add mesh culling to various prefabs with shadow boxes Disable shadows on table lods in lighthouse
3 Years Ago
Bug fixes
3 Years Ago
Manifest etc
3 Years Ago
Merge from trainyard_update
3 Years Ago
Hooking things up
3 Years Ago
- Added a small new utility class, NetworkedProperty<T>. Handles the boilerplate code for a property (of any type) that's network synced to the client any time it changes. - New PercenFullStoraageContainer class is a storage container that syncs how full it is to the client, any time its contents change. OreHopper now subclasses this. - Moved LootTypeIndex back into the CoalingTower script, and changed some protobuf data.
3 Years Ago
Hud Tweak and Round Timer
3 Years Ago
Fix vitals sized incorrectly
3 Years Ago
Train coupling FX prefab
3 Years Ago
Updated Shader Updated GiveAll command Added Health and buckshot pickup model Update test_movement.vpk
3 Years Ago
Backup 2022/07/19 21:50:00 UTC
3 Years Ago
Remove bullshit from soundevents_core
3 Years Ago
cctv globe - lod 0 Merge branch 'master' of sbox
3 Years Ago
WIP monument puzzle setup. - Coaling Tower is now an IOEntity instead of a StorageContainer. - Added StorageContainer entity for the ore hopper. - New OreHopper StorageContainer subclass shows the visual ore level, and handles some other aspects that CoalingTower used to handle. - Started setting up the keycard and fuse box. - Protocol++
3 Years Ago
Sort out ragdolls Add CitizenPanel, used to draw citizens onto UI panels Rewrite how we display avatars on the hud, use CitizenPanel https://files.facepunch.com/devultj/1b1911b1/sbox_cv8pKPUmZB.png
3 Years Ago
Final loading/unloading
3 Years Ago
Add lock abs transform scope guard when updating graphs to avoid IsValidToRecomputeTransformState assert
3 Years Ago
Updated egg suit item and store description to state it'll be released publicly in 2023.
3 Years Ago
Fixed DangerArea particles not being destroyed sometimes
3 Years Ago
Fixed avoidance bug, some more tidying + optimizations
3 Years Ago
merge from main
3 Years Ago
Made changes on the marketpalce terminal
3 Years Ago
Make rim light point up
3 Years Ago
Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨
3 Years Ago
Re-implemented split-screen without using RTs Letterbox tweaks to fix split-screen !release Build !switch Attempt to disable post-processing if not supported Also more logging Check if RT is supported in StageIconGenerator Fixed new split-screen on !switch Particles respect split-screen !switch More attempts to disable RT usage when needed Added --no-postprocessing switch Disable post processing in another place Fixed pause screen medals being duplicated !switch RenderSpriteSystem fallback for SM < 5.0 Bump game version for !switch
3 Years Ago
Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
3 Years Ago
A bit of tidying up
3 Years Ago
Fixed 'Unhandled RPC' error on map cleanup with ParticleSystemEntity
3 Years Ago
Backup 2022/07/19 15:50:00 UTC
3 Years Ago
RenderSpriteSystem fallback for SM < 5.0
3 Years Ago
Fixed PhysicsJoint.CreatePulley always returning null
3 Years Ago
Upped Heavy Attack ability cooldown
3 Years Ago
Initialize everyone's score, even if it's 0 Avatar separated, show score & placement borders
3 Years Ago
Switch order of sorting operations for performance
3 Years Ago
Decreased chat padding Add Clash (Free For All)
3 Years Ago
Merge from main
3 Years Ago
Merge from furnace_ui_rework
3 Years Ago
updated wooden signs model, textures, lods, gibs, icon, prefab
3 Years Ago
Ensure GetIdealSlot is in #Server
3 Years Ago
Do Plat_ExitProcess so we don't hang, and will catch shutdown errors Add gpu info to crash logs
3 Years Ago
Merge from furnace_ui_rework
3 Years Ago
Shader
3 Years Ago
Health Pickup model Correct materials
3 Years Ago
Replaced a lot of the maths with simpler trig functions
3 Years Ago
Enable ragdoll physics
3 Years Ago
more dog rig source files
3 Years Ago
Remove MOVETYPE_* Most of the move types were unused. We want all the movement logic in c#, we don't really want c++ doing special things. So there are basically two move types - KeyFramed and Dynamic. We shouldn't need to explicitly define these. If the entity has a physics object and it's dynamic, then it's 2. If not then it's 1.