225,767 Commits over 3,714 Days - 2.53cph!

7 Days Ago
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
7 Days Ago
Move Recent Scenes into its own section between Save All and Quit
7 Days Ago
Fixed "not enough space" deploy problem
7 Days Ago
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
7 Days Ago
Pool table correct deploy mesh
7 Days Ago
roadsign gloves
7 Days Ago
Pool table item fix
7 Days Ago
redemption vest
7 Days Ago
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
7 Days Ago
vm sks - fix for long ironsight lerp when sprinting
7 Days Ago
roadsign kilt
7 Days Ago
setting up more textures
7 Days Ago
Docs, more cleanup
7 Days Ago
Check for !IsProxy rather than IsOwner
7 Days Ago
Add BaseInteractable.FreezeMotion( bool ), more docs
7 Days Ago
add weekly skins
7 Days Ago
Interpolate player pouch held transform
7 Days Ago
Unsaved meta change
7 Days Ago
Event updates
7 Days Ago
Pool table item name/description
7 Days Ago
Watching you / eyes on you gesture
7 Days Ago
Better vector system
Leaderboard backup, run #11658
7 Days Ago
Update the hit vector when passing through to a ball, or else it's always just the up normal of the table
7 Days Ago
Shadergraph: Add world space to tangent space to TransformNormal node
7 Days Ago
Add Mesh.UvDensity, needs to be calculated for texture streaming Calculate uv density for scene meshes
7 Days Ago
Merge from main
7 Days Ago
Hits near - but not actually touching - the balls now still move them. Makes spear-pool much easier. Something still not quite working right here though.
7 Days Ago
Pool ball physical interaction work
7 Days Ago
Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
7 Days Ago
Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
7 Days Ago
Split 3p gestures into individual fbx anims
7 Days Ago
Added player avatar mask for referencing entire bones in anim clips
7 Days Ago
Added TreeLOD tests
7 Days Ago
Fixed unharvestable 'ghost' trees, making sure killed trees are not added back to the LODGrid
7 Days Ago
Fixed prefab ID shenanigans
7 Days Ago
Compression updates to vm anims
7 Days Ago
Recreated the pool ball entity structure. Ball 1 is now the base prefab, all others variants
7 Days Ago
Split vm crude gestures into individual fbx files. Various anim tweaks - scaled down middle fingers a bit
7 Days Ago
Tests for a standalone LOD baker using the UnwrapBaker system
7 Days Ago
merge hackweek_combat_playground -> aux2
7 Days Ago
Better colliders so the holes aren't blocked
7 Days Ago
Visual studio automatically adding incorrect using statements
7 Days Ago
Manifest rebuild for pool table entity
7 Days Ago
Created pool table entity. Set up convex colliders so it can be used on tugboats. Set up comfort and preventbuilding zone, icon, resource cost etc. Added a rack of pool balls that come with the table.
7 Days Ago
merge from hackweek_combat_playground -> aux2
7 Days Ago
Network++
7 Days Ago
Loadouts now save ammo count of weapons
7 Days Ago
Shadergraph: Add tint color to render options https://files.facepunch.com/layla/1b1011b1/sbox-dev_ELn53pVfKS.png
7 Days Ago
Manifest build, add the pool ball entities