255,054 Commits over 3,990 Days - 2.66cph!

5 Days Ago
Hazmat suits and wetsuits now stop the player from getting wet when water is splashed on them
5 Days Ago
Updated .meta
5 Days Ago
Removed ItemInformationPanel.EligableForDisplay warning log
5 Days Ago
Swapped one hack for a different cleaner hack when handling bee sting damage
5 Days Ago
Art Progress
5 Days Ago
Rework how LZMA decompression works for BSP files The existing code was awful. The new one is less wasteful. Make util.TableToJSON output whole numbers without decimal point Minor cleanups
5 Days Ago
flameexplosive_effect_alignment_fixes -> main
5 Days Ago
Fixed Flame Explosive splash effect not listening to normal alignment
5 Days Ago
merge from horse2_fixes/handling
5 Days Ago
Fixed horse head motion going crazy at low framerates
5 Days Ago
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5 Days Ago
merge from horse2_fixes/handling
5 Days Ago
Fixed horse steering tip never stopping from showing up Steam stat was not properly incremented
5 Days Ago
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5 Days Ago
Fixed DLSS server compile errors
5 Days Ago
Merged DLSS/DLAA AMD crash fix into main
5 Days Ago
Track other messages too like spawn and destroy messages and their frequency. Add a temporary command to log the top 10
5 Days Ago
Updated MenuUI.Options.Graphics prefab to have DLAA again and added a script that disables DLAA and DLAA when they aren't supported
5 Days Ago
tiger ledge attack reexport with no vertical movement
5 Days Ago
wip food anim events
5 Days Ago
Merge from fast_debug_draw (expand character set)
5 Days Ago
Motion editor selection moving tweaks
5 Days Ago
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437
5 Days Ago
Remove debug logs Fix repeated connect/disconnect messages. Load human character if player avatar has `PrefersHuman`
5 Days Ago
Copy bone scale from GameObject instead of internal bone Can't use TryGetBoneTransform because it still holds the old transform (before gibbing) Fixes: sbox-deathmatch/issues/129
5 Days Ago
Merge from main
5 Days Ago
- Better fix for tiger behaviour ping pong - Further experimental changes to fsm declaration style
5 Days Ago
Make scrub bars into GraphicsItems instead of Widgets Fix drawing pointers Motion edit mode selection rewrite https://files.facepunch.com/ziks/2025-02-18/sbox-dev_qA1VlvNMgf.mp4
5 Days Ago
tiger ledge attack rootmotion bone now aligns with the hip bone throughout the animation
5 Days Ago
merge from main
5 Days Ago
- Updated the DLSS plugin to include a hardware support check. - Added a script to the DLSS and DLAA options in the MenuUI.Options.Graphics prefab to disable them when DLSS ins't supported.
5 Days Ago
Fix the CloudBrowser infinite scrolling only working in List View.
5 Days Ago
reverting flashbang anim controller change
5 Days Ago
Re-organize scripts Popover component, js Button component Fix Brix not being disposed properly Add PlayFundService.UpdatePayments AutoComplete component User Select component Org PaymentRules page Add InputRange Username takes a SteamId Store/Restore Org.PaymentRules Column footer support Payment rules editor cleanup
5 Days Ago
- added asset folders - added viewmodel blockout to viewmodel prefab
5 Days Ago
Added `ClothingContainer.PrefersHuman`. Switching to the human character on the Main Menu will toggle this option and save to your avatar.
5 Days Ago
Adding first pass chicken reaction animation
5 Days Ago
merge from flamejet_optimisation
5 Days Ago
Make sure to exclude flamethrowers from the FlameJet changes on 113874
5 Days Ago
Add some protection in GameManager.OnPlayerKilledPlayer so we can figure out what's invalid and why
5 Days Ago
Start by storing incoming RPCs by name, increment total calls, total size, and build an average message size
5 Days Ago
- Fix tiger going back and forth between slow sneak and fast sneak states - Introduce shorthand notation for FSM transitions through logical operators overload - Remove unused states
5 Days Ago
Pipe set, mesh scale fix
5 Days Ago
coarse query grid split into upper and lower slices, avoiding tunnels flooding the map - trigger bounds that cross theshold are represented in both - only queries that cross theshold query both grids - using initial caves network visibility threshold to separate as eliminating tunnels from the main above-ground usage is the main goal here and this works well for that - increased cell size again, more granularity isn't needed now
5 Days Ago
More work on jungle ziggurat monument
5 Days Ago
Snip dodgy GetHashCode override, make sure inventory slots are rebuilt when contents change
5 Days Ago
Stop gluon fx, gauss chargeup on disabled not destroy
5 Days Ago
revert_sprinkler_amount -> main
5 Days Ago
Revert changes
5 Days Ago
Show progress (#/#) when downloading files in loading screen