239,436 Commits over 3,837 Days - 2.60cph!

41 Days Ago
Placeholder resource node
41 Days Ago
Don't call NetworkSpawnRecursive in editor 🤦‍♂️🤦‍♂️
41 Days Ago
Fixed source generator broken reference
41 Days Ago
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
41 Days Ago
Use arrays for the voxel normals in shader
41 Days Ago
Swapped radioactive water check from physics checks to a texture map instead
41 Days Ago
Can collect items from resource nodes
41 Days Ago
Fixed industrial lamp and simple light wires clipping with wallpaper
41 Days Ago
Implement GetWeaponEffectiveness
41 Days Ago
ResourceNode component
41 Days Ago
Internal HookAfterDepthPrepass Darken AO texture since we're compositing to ambient lighting properly now
41 Days Ago
Networked scene load (#1648) Loading a scene over the network now just sends a fresh snapshot and re-handshakes with clients, rather than telling them to reconnect later and disconnecting them all.
41 Days Ago
OnChangingLevelMsg -> OnSceneLoadMsg Separate scene loading & finished loading, broadcast to clients as soon as we start loading a new scene
41 Days Ago
merge from main
41 Days Ago
compile fix again
41 Days Ago
Tweak leggy gait Update libstates Add ResourceGatherer weapon component Drone has damage numbers WIP wander helper component
41 Days Ago
compile fix
41 Days Ago
burst cloth handling view model scaling - requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
41 Days Ago
Merge from main
41 Days Ago
merge from digital_clock
41 Days Ago
package-lock.json
41 Days Ago
assault rifle model
41 Days Ago
Instead of booting to Main Menu when no selected Character, open Character Select Modal. Only spawn Player once a character is selected.
41 Days Ago
Added new Dart ammo type. Added a basic damage bone dart item. Set blowpipe internal mag to use darts.
41 Days Ago
WIP Added more functions (enumerations) - also added top/bottom of pipeline bits for stages and a generic flush intended for testing as this will flush the pipeline (wait for all gfx cmd buffers to complete.
41 Days Ago
Limit leggy turning speed
41 Days Ago
Clean up
41 Days Ago
Started on leggy lad Leg component with some janky IK
41 Days Ago
Move SceneLoadOptions into Sandbox.Engine, forward to Sandbox.Game Send SceneLoadOptions over network We only need to worry about ShowLoadingScreen - both IsAdditive and DeleteEverything would be handled by the host and then applied to the fresh snapshot that we send over, so we shouldn't have to worry about those Remove auto-added using
41 Days Ago
player texture update
41 Days Ago
Fixed folder conflict
41 Days Ago
Applied shelved placeholder item setup
41 Days Ago
Minor description update
41 Days Ago
protocol++ Cut all this down some more so we're not changing things for no reason
41 Days Ago
Added TextMeshPro to the clientsideOnlyTypes list in PrefabPreProcess, so it is stripped before its MeshFilter
41 Days Ago
Register handler instead of using internal message type (same as before)
41 Days Ago
Make it clear that all of this is called after the scene has loaded, clean up
41 Days Ago
Automatically mount shared drive on Mac
41 Days Ago
Just rotate the character always for now
41 Days Ago
Merge from main
41 Days Ago
Make the footstep component play on SkinnedModelRenderer.OnFootstepEvent instead of arbitrary timer
41 Days Ago
Fix modeldoc vox importer using color palette wrong
41 Days Ago
Add a few sounds for weapons, melee weapons have a delayed swing Adjust attack range for Sword
41 Days Ago
Missed files
41 Days Ago
Rebuild phrases
41 Days Ago
Main -> Frontier Hazmat
41 Days Ago
standing stones Merge branch 'main' of sbox-hc2 bothy Merge branch 'main' of sbox-hc2
41 Days Ago
Bonemerge character mesh onto an invisible citizen
41 Days Ago
pixel shader
41 Days Ago
Better trace trajectory for melee weapons