239,301 Commits over 3,837 Days - 2.60cph!

8 Days Ago
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8 Days Ago
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8 Days Ago
book mesh setup with detail and tint maks, adjusted texture res for coffeecup and books
9 Days Ago
Merge from enable_monument_scenes -> main
9 Days Ago
Fix compile error
9 Days Ago
Merge from enable_monument_scenes -> main
9 Days Ago
Enable monument scenes by default - switch `monument_scenes` convar -> `monument_scenes_enabled` so saved convar will default to true
9 Days Ago
Better handling for prefab variables that aren't hooked up to anything, Facepunch/sbox-issues#6116
9 Days Ago
More rock formations
9 Days Ago
- tweak blend start distance - renormalize interped normals - add back river normal tangentToWorld xform - small cleanup
9 Days Ago
Second pass of metrics on jungle ziggurat. Started blocking in materials of interior shell.
9 Days Ago
Avoid multiple undo entries when editing GameObject transform/name in inspector
9 Days Ago
player.CreateNextBot sets the bot name by player_activate event Fixes for HL1 barnacle Added SetTarget1-4 to logic_choreographed_scene/scene_entity Pull Request: Search bar in icon editor + copy to clipboard Pull Request: TTT traitor button fixes Fixed CNPC_ControllerZapBall not doing damage Consistent returns from Sandbox tool Make* functions Minor clean ups in constraint library
9 Days Ago
Attempt to support both types of prefab instances in one places
9 Days Ago
Fix wolves looking at random players (wolves are pooled on client, so we need to reset their lookat target)
9 Days Ago
Fix wolves fleeing permanently when player swings the torch, they should only retreat temporarily Fix torches not being considered off after switching weapon Make wolves circle fires instead of circling players near fire, helps prevent wolves walking into fire Make wolves smell food and corpses around them, not requiring direct LoS to find it Simplify hearing and give it its own convar separate from the sense convar for easier filtering when debugging Add vislogs for food and fire
9 Days Ago
Update: StorageContainer now pools ItemContainer - had to introduce a member variable to avoid funky pool API usage because oif property - also had to relax empty container assert, as there already are cases that don't clean up their inventory on kill Tests: on Craggy killed all entities via console, saw the pool container stats go down to 0
9 Days Ago
Notification snippets
9 Days Ago
Always do vmdls as a large network download, Facepunch/sbox-issues#6181
9 Days Ago
added chipboard_a and updated map
9 Days Ago
notifications
9 Days Ago
avatar
9 Days Ago
Write null instead of trying to serialize invalid GameObject / Component
9 Days Ago
Asset categories
9 Days Ago
merge from dpv_collision_fixes
9 Days Ago
Run dismount logic for mountables in DoServerDestroy
9 Days Ago
Early "floor wallpaper" tests, deployable on floors and foundations Added parquet, tiles 1 and 2 placeholder skins
9 Days Ago
Add a search bar to sequences and make them sort properly. (#2101) * Add a search bar to sequences and make them sort properly. * Update iconeditor.lua * Update iconeditor.lua * Update iconeditor.lua * Update iconeditor.lua * Update localized string for the search bar placeholder --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
9 Days Ago
adjust wood_a normal
9 Days Ago
Fix windows popping up on hotload
9 Days Ago
map updates
9 Days Ago
Optimize wolf fire detection, fix campfires making the wolf toggle between states very fast
9 Days Ago
Make ActionGraphStackLineHandler pattern more lenient Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics Refresh diagnostics when saving an Action Graph Only Show() each Action Graph MainWindow once Inspecting a cloned ActionGraph edits original (#1663)
9 Days Ago
Update: ItemContainer supports IPooled - Minor fix - avoid double returning container UID - replace a static-readonly with a const Right now there's only 1 place that pools ItemContainers(reclaim manager), so impact of this is low. Tests: in softcore killed self and looted reclaim backpack. Tests:
9 Days Ago
fix last child
9 Days Ago
clean up app page Box view
9 Days Ago
-Metal Shield World Model and LODs -Texture tweaks
9 Days Ago
added woodenbeam
9 Days Ago
Add UI_OVERLAY_LAYER Add new layers to pipeline DisplayInfo uses OrderAttribute [InlineEditor] has a Label option RenderComponents have RenderOptions, let you choose a layer to render on The logic for marking ControlWidgets as readonly doesn't really work ControlSheet observes [Order] Fix MaterialOverride not removing Fix UI overlay depth
9 Days Ago
split dpv dismount points into set of preferred lower positions that maintain a similar eye-level as when mounted and a higher level that is accessible from dismounting in shallow water
9 Days Ago
wood_a material
9 Days Ago
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well
9 Days Ago
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
9 Days Ago
Merge from main
9 Days Ago
remove prism, embed highlight
9 Days Ago
secondary snippets
9 Days Ago
Basic filters https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_CsbSssrrui.png Tag prefix provider Don't need prefix for autocomplete https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_8lj3rVaSwA.png
9 Days Ago
button sinppets
9 Days Ago
Add some protection when opening CGameController, don't open from constructor, add static initializer for controller which can return null if something went wrong, also, don't use a fixed-size array for controllers, so we're not hard-capped at 4 Static initializer in CGameController instead of CInputSystem If SetLEDColor failed somehow, managed LEDColor would be out of sync - but this is gonna get redone soon anyway..
9 Days Ago
merge from wallpaper