248,621 Commits over 3,928 Days - 2.64cph!

4 Years Ago
Merge from xmas_2020
4 Years Ago
Updated animated neon sign icons + enable mipmaps on all Move neon signs into the electrical category
4 Years Ago
Fix photo frames without a photo showing the photo from the previously opened photo frame with a photo
4 Years Ago
Cleaned up from IceWall prefab
4 Years Ago
Set :focus selector on focused element Added OnKeyTyped Focus element on click TextBlock.GetCaretPos Rect.ToString Panel.HasFocus, HasActive, HasHovered Focus on mouse down instead of click On KeyCodeTyped convert to buttoncode before passing it to managed Added Panel.OnButtonTyped( buttonname ) Fixed NRE in Panel.Switch Added UI.Renderer generic DrawRect for caret rendering TextEntry boilerplate Merge branch 'master' of sbox
4 Years Ago
Fixed Switch build error
4 Years Ago
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4 Years Ago
Remove unused variable
4 Years Ago
increase aoproxy size for boxes a little bit Add CompileShaders and AllowDynamicShaderCompile to MaterialSystem2 interfaces, add method to compile single shader Add EShaderState Implement EShaderState rather than just bValid and show uncompiled shaders on shader list, compile them when selected Run ShaderCompile_CompileShaders method rather than the mat_compileshaders concommand Fix bug where met would think dynamic shader compiler would be enabled by simply VfxDll being loaded Implement ShaderCompile_CompileShaders() for a single string Merge branch 'master' of sbox
4 Years Ago
merge from xmas
4 Years Ago
Neon sign power consumption and crafting tweaks
4 Years Ago
Fix Sled server compile
4 Years Ago
Suppor border: none If a length doesn't have px or %, assume px Added style.BorderWidth, style.BorderColor Add UI scaling Merge branch 'master' of sbox Update Microsoft.NET.Test.Sdk Don't scale ui by default because it breaks all the tests 🤦🏻‍♂️ nuget updates Merge branch 'master' of sbox
4 Years Ago
Solid weld proof of concept testing code
4 Years Ago
Add AO proxies to a bunch of Citizen props
4 Years Ago
Double the length of aoproxy distance calculation
4 Years Ago
Merge from xmas_2020
4 Years Ago
Update the neon painting UI so the brush preview doesn't look super tiny after the texture resolution changes
4 Years Ago
Fix static neon signs spawning in unpowered when they're definitely powered
4 Years Ago
Fix being unable to clear signs other than neon (moved a func but didn't update the reference in this prefab)
4 Years Ago
Fix censorsigns not censoring the drawable part of the photo frames properly
4 Years Ago
Measure only main thread time when validating replays
4 Years Ago
Cherry pick 57051, 57064, and 57067
4 Years Ago
sled sound distance tweaks
4 Years Ago
neon sign sounds
4 Years Ago
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4 Years Ago
Updated Jenkinsfile
4 Years Ago
sled impact sound tweaks
4 Years Ago
script fixes !redux
4 Years Ago
Bind physics shape and shape cloning (collision merging)
4 Years Ago
Measure TotalProcessorTime when validating replays Generate source mapping comments Bake error message normalization Updated Facepunch.ExpressionStrings !redux
4 Years Ago
sled sound tweaks
4 Years Ago
Make all the neon sign animation speeds faster
4 Years Ago
Road network -> Road tunnel seam fixes
4 Years Ago
More s2p integration
4 Years Ago
Reduce the resolution of neon signs (testing)
4 Years Ago
Fixed ragdoll errors
4 Years Ago
Fixed warning spam
4 Years Ago
Remove/disable panorama
4 Years Ago
Merge from xmas_2020
4 Years Ago
Addressing code review feedback - implement ResetState - update prefabs instead of upgrading in preprocess
4 Years Ago
Border radius, shadow shit
4 Years Ago
Road splines for new tunnels
4 Years Ago
StaticGroups can now be saved and read from bytes.
4 Years Ago
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4 Years Ago
Large neon sign RendererLOD, manifest
4 Years Ago
Fixed !redux script errors
4 Years Ago
Add medium animated neon sign
4 Years Ago
ProcessObject refactor Leaner code gen where possible Skip populating ActionList if baked / cached
4 Years Ago
BorderRadius from styles Don't commit these