248,649 Commits over 3,928 Days - 2.64cph!

26 Days Ago
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
26 Days Ago
Merge from main
26 Days Ago
Merge from monument_scenes_renderlod_fix
26 Days Ago
deserialize absolute game object flag, flags are deserialized selectively
26 Days Ago
-Ballista low poly model update -Ballista UV's -Ballista Materials -Ballista WIP Textures
26 Days Ago
Joints execute in editor, physics tool can manipulate physics in editor so joints should also work
26 Days Ago
Colliders without rigidbody are static in editor
26 Days Ago
Update: review feedback - dispose of the nested CTS for perf snapshot uploads - Use async copy when creating an extra stream to send backup files Tests: full local server flow + 2 snapshot uploads
26 Days Ago
Remove Ragdoll.DriveFromAnimation, active ragdoll stuff should be a component on top
26 Days Ago
vendor_stats_fixes -> main
26 Days Ago
Fixed a bunch of issues with single entry placement after changing scaling
26 Days Ago
- Ensured everything is in local time - Setup methods to process into 12 hour time
26 Days Ago
Fixed terrible scaling on stats menu
26 Days Ago
Ao proxies removal (#1678) * Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler * Remove sdf.hlsl (until we meet again 🫡 )
26 Days Ago
Added 12 and 24 hours options to timescale
26 Days Ago
Update enum descriptions
26 Days Ago
Is47Tiles -> AutotileType enum with 4 bitmask types. GetAutotileBitmask now returns proper values for each type Basic 2x2 Edge and Corner bitmask implementations Fix PaintTileTool warning and NREs Can now change Autotile type after initially creating it, fixed all NREs that come with that change Changing Autotile Brush type now gives popup warning telling you its a potentially destructive change. Cleaned up a bunch of unused code Fix AutotileWidget not being created with unnamed autotile brush Fix brush type not serializing Fixed not being able to select brush while tile was selected in Tileset Editor Replaced separate create buttons with a single button that has a dropdown for brush type https://files.facepunch.com/CarsonKompon/2024/December/02_13-37-FrigidUintagroundsquirrel.mp4
26 Days Ago
Navmesh only run heightfield generator cleanup in task Navmesh generator cleanup is sub 10 microseconds, so not worth it to dispatch a task, since task dispatch overhead would be higher than actual compute.
26 Days Ago
Fixed clientside only entities being considered map created Fixed being disconnected from sv_lan servers due to recent changes Entity:FollowBone doesn't check the boneID argument if given NULL Fixed Mega Gravity Gun not being able to pick up flesh Remove cheat flag from cl_wpn_sway_scale Added sv_quota_stringcmd_kick
26 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler Remove sdf.hlsl (until we meet again 🫡 )
26 Days Ago
Broadcast combat sound instead of just playing on the host Added ready up sound Collect halves_won, rounds_won stats Kills, Deaths stats Played card stats Ability activation stats Stats for each card type, card name Record game wins/losses via stat
26 Days Ago
few hoover things
26 Days Ago
few asset fixes
26 Days Ago
Quick ability fix
26 Days Ago
Only progress if all players are ready
26 Days Ago
Preparation phase is ready-up based instead of time-based
26 Days Ago
Add bark and footstep audio to new jump anim
26 Days Ago
Fixed Playing On text
26 Days Ago
Update AbilitiesUI.razor
26 Days Ago
Removed separate run/walk/duck speeds. Just have speed, then a slow walk speed
26 Days Ago
Arena 1 rework
26 Days Ago
Events for controlling wish velocity, if we can jump, if we can shoot
26 Days Ago
Plunger vert colour adjustment
26 Days Ago
Hook up Mixer.Solo
27 Days Ago
Ice skates spawn much rarer
27 Days Ago
Increase damage effects Add ice skates, friction control stats Bullets come out of the camera, but effects come out of the gun
27 Days Ago
TextEntry: Prevent brief caret selection of placeholder text, fixes Facepunch/sbox-issues#7087 Tweak TextEntry selection behaviour to match modern browsers
27 Days Ago
Update Facepunch.ActionGraphs * Fix display info of constructor node result output Sort filtered node query by relevance https://files.facepunch.com/ziks/2024-12-02/sbox-dev_02cGbJAziV.png Make it easier to find constructors for Vector3 etc Applies to constructors that were already [ActionGraphNode]s Facepunch/sbox-issues#5624 Make node queries less strict https://files.facepunch.com/ziks/2024-12-02/sbox-dev_jj1QWkPK4U.mp4 Fixes Facepunch/sbox-issues#7024
27 Days Ago
Fix potential infinite loop in navmesh generation Fix navmesh geometry collection physicsworld NRE
27 Days Ago
siege tower ladders lod and x form fixes. wheels added to guide mesh
27 Days Ago
Fix for ability effects
27 Days Ago
Fixed ability networking
27 Days Ago
merge from main
27 Days Ago
Reduced car radio to T1 workbench and crafting time to 15 seconds.
27 Days Ago
Hook up Mixer.Mute
27 Days Ago
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
27 Days Ago
Merge from main
27 Days Ago
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
27 Days Ago
Docs Fixed showing the wrong opponent client information in CardPhasePanel
27 Days Ago
Fixed proxy logic