244,577 Commits over 3,898 Days - 2.61cph!

3 Months Ago
Ducking
3 Months Ago
Merge from world_update_2
3 Months Ago
Compile fix
3 Months Ago
Added MaxStack to Item Resource. Items with a MaxStack of 1 do not show amount in inventory/hotbar Added `hc2_giveitem` command to give yourself an item (only works in Editor)
3 Months Ago
Switch from StreamWriter to Utf8ValueStringBuilder - ensure the struct is passed by ref - Clear() instead of creating a new one for each upload
3 Months Ago
boat vertex colour, fish shoal tweaks, a lot of set dressing and balancing
3 Months Ago
Merge from world_update_2
3 Months Ago
Merge from main
3 Months Ago
Better line of sight checks, fixes various building blocks blocking wallpaper placement, pickup and reskin Also added a line of sight blocked toast
3 Months Ago
Reset HoldType when unequipping weapon
3 Months Ago
Whoops forgot to commit this file 💩
3 Months Ago
Added SMG and Sword Weapon Items, converting both to prefabs. Give items to the player on start if they don't have them. Holding the item will equip/unequip the prefabs
3 Months Ago
Fixed another TerrainTexturing error while in edit mode
3 Months Ago
Remove TMP extension overwrites because our TMP is outdated and it won't compile
3 Months Ago
Add zString to repo
3 Months Ago
Added ActiveSlot with mouse wheel/number key inputs. Dispatch ItemEquipEvent/ItemUnequipEvent when changing slots
3 Months Ago
Network resource nodes in procgen.scene
3 Months Ago
adding seaweed
3 Months Ago
Inventory now works on connected clients - Pickups still TryGet Made the resource nodes in mob_testbed networked Remove inventory debug logs Include item_icons/*.png in Resource Files
3 Months Ago
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3 Months Ago
Backpack/Backpack Pelts setup
3 Months Ago
Fixed UVs on wallpaper block meshes
3 Months Ago
Added first pass subway tile wallpaper variants and added to skin list (temporary icon)
3 Months Ago
Fixed resources
3 Months Ago
rough rock Merge branch 'main' of sbox-hc2
3 Months Ago
Merge from world_update_2
3 Months Ago
Fixed TerrainTexturing error while in edit mode
3 Months Ago
merge from main -> monument_scenes
3 Months Ago
New playtest scene
3 Months Ago
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3 Months Ago
Hook visual logger to AI code and have it wrap ddraw
3 Months Ago
Wander component to help simplify mob state machines Use wander component in roller Make sure mobs are networked Roller should charge a bit beyond the target
3 Months Ago
Updated Chicken and Wolf ragdoll. Changed location of head collider on both chicken and wolf ragdolls. Updated chicken ragdoll character joint limitations.
3 Months Ago
Import HC1 water
3 Months Ago
More UI styling No Toast
3 Months Ago
Destroy voxel model on component destroy
3 Months Ago
Water barrel accepts radioactive water
3 Months Ago
Roller Update
3 Months Ago
Generate mesh collision for chunk mesh
3 Months Ago
Replace tree branch with tom's new model
3 Months Ago
branch Merge branch 'main' of sbox-hc2
3 Months Ago
Player is now splashable by radioactive water. Irradiates players. This means sprinklers filled with radioactive water will gradually radiate any player under its spray
3 Months Ago
Add editor window similar to unreal's visual logger for easier AI debugging
3 Months Ago
Add depletion stages to rock node
3 Months Ago
exported the wallpaper view model rig and animations and made a viewmodel.prefab for it and wall paper animator
3 Months Ago
terrain heightmap+splat
3 Months Ago
Add rock node, rock item
3 Months Ago
Inventory Saves/Loads with Selected Character. Replaced GiveItem with TryGiveItem. Added OverflowContainer Add Inventory separate from Hotbar. Giving items to the Hotbar will overflow to the Inventory (and vice versa). Can view inventory in TAB Menu Inventory HUD slots update properly. Other inventory fixes IsValid check for Local Player on Compass so there aren't errors on first load
3 Months Ago
Add item icon editor, tree node, tree branch item (pending model)
3 Months Ago
Update: Rewriting ServerInfo to use StringView for Tags This revealed a bunch of other dependencies that needed to be updated. Some of them got plugged up by string copies, some by uninmplemented StringView.Substring. Overall, seems doable, though revealed a number of shortcomings - for example, we'll need to implement our own <numeric>.TryParse(StringView) logic. On the flipside, it allows us to do String pooling a bit more aggressively in our steam library(if we decide to go that far). Tests: Opened GameServer, observed list being populated and interactible.