223,982 Commits over 3,684 Days - 2.53cph!

Yesterday
Fix loot crates on the cargo ship getting picked up by the building check and being destroyed immediately on spawning (didn't affect code locked crates) Cargo ship will no longer destroy entities parented to it as part of the building check
Yesterday
Fixed inaccurate damage numbers being pushed to the danger zones. This should stop the heli from fleeing until the player has removed around 30% HP exactly
Yesterday
player update. added rootbone mask to ak47 rigged deploy and reload fbx anims
Yesterday
New Hat - Trapper Hat Cosy winter hat, LODs coming asap https://files.facepunch.com/daniel/1b2411b1/sbox-dev_LhRhTPsrhS.jpg
Yesterday
Fix frenzy + checkpoints not resetting correctly
Yesterday
Frenzy collect
Yesterday
Nightlight button tweaks
Yesterday
Additional debugging Further optimisation to zone score updating
Yesterday
Added a button to toggle nightlight in the Workshop scene
Yesterday
fixed tier 3 lootbox rotation 'DM Tier 3 Lootbox.prefab' updated
Yesterday
Ensured start spinout is called on death enter instead Fixed some extra unwanted state transitions
Yesterday
When in debug camera, instanlty disable nightlight instead of fading it out over a few seconds (if nightlight_debugcamera_enabled is false)
Yesterday
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Yesterday
Publish: handle libraries referencing each other during compile
Yesterday
Fixed 'env.nightlight_enabled' convar not being evaluated during the whole night Added 'debugging.debugcamera_nightlight' to disable nightlight when using debug camera, off by default
Yesterday
Retain upload case sensitivity when upload a source package Wrap FileSystem.ProjectSettings in a AggFileSystem, so when it's disposed it doesn't dispose the package's filesystem. What a fucking mess. Move CreateProjectFolders so it can be called from elsewhere
Yesterday
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Yesterday
SignTool path fix
Yesterday
Added UnicastAttribute / codegen Warn in OnObjectMessage if ActiveScene is not set Document UnicastAttribute
Yesterday
Prepare world item prefabs, updating the physic mat on all of them to the new one. The new physics mat is a specific one for dropped items, so if we want to edit it again, we'll be able to just edit the mat instead of every world item
Yesterday
Workspace test 8
Yesterday
Workspace test 7
Yesterday
Upon changing a component type to abstract and you have component references, add it as a missing component
Yesterday
Workspace test 6
Yesterday
Workspace test 5
Yesterday
Workspace test 4
Yesterday
This is a better solution to case sensitivity
Yesterday
Workspace test 3
Yesterday
Workspace test 2
Yesterday
Workspace test
Yesterday
Merge from cargo_double_dock
Yesterday
S2P bandit town
Yesterday
merge from promote_leader_update
Yesterday
merge from vms_missing_renderer_scripts
Yesterday
merge from mission_improvements_may_24 (bandit_town.prefab kept source changes, will need another S2P)
Yesterday
merge from junkpile_aizs
Yesterday
merge from tree_serverside_movement
Yesterday
merge from viewmodelrenderers
Leaderboard backup, run #11274
Yesterday
Manifest file upload check should be ignoring case
Yesterday
Fixed misconfigured viewmodel renderers on: Cake Flashlight Beancan grenade Molotov cocktail Water bucket
Yesterday
Fixed both flamethrowers not being correctly marked as using the viewmodel renderer Update FlameJet component so that it works in viewmodel renderers, just need to tick external update on the component and the parent EffectParent will handle updating it in the correct world space
Yesterday
Fixed gmod toolgun beam not using the right viewmodel space
Yesterday
Add legacy crane colliders (crane_tower_a_COL and crane_base_a_COL) from 60177 as new assets (junkyard_crane_base_a_COL and junkyard_crane_tower_a_COL) and apply them to the junkyard_crane_a asset
Yesterday
Update hard-coded string ref to the old material
Yesterday
Fixed promote button not working if player wasn't looking at the player they were promoting (now uses new promote_id convar)
Yesterday
Reduced dropped item friction a small amount so they're not so absolutely set on never sliding. Using 0.9/0.95 instead of 1, and using Average instead of Maximum for friction. Bounce settings unchanged.
Yesterday
Switched attack heli and minicopter from Continuous Dynamic to Continuous Speculative collision. Seems to behave better with dropped items (which also use speculative)
Yesterday
Attack heli collider edit
Yesterday
Edge split https://files.facepunch.com/layla/1b2411b1/sbox-dev_tJAwpCBX7h.mp4