224,852 Commits over 3,714 Days - 2.52cph!

18 Days Ago
Start doing some stats for maps
18 Days Ago
merge from fix_spawn_map_entities
18 Days Ago
merge from fix_safezone_backpack_drop
18 Days Ago
Bullets point towards lerped direction, not raw input
18 Days Ago
Fixed projectile collisions being funky, disable main collider properly
18 Days Ago
Changed wire culling to per-pixel; disabled by default on materials
18 Days Ago
player update. exported setup L96 rifle animation set. made L96 holdtype override controller for it too
18 Days Ago
Don't update scene view camera input if the editor window isn't active (sbox-issues/issues/5383)
18 Days Ago
Implement haptics for shooting Trigger haptics when taking damage
18 Days Ago
Haptics NRE fix Clamp haptic motor values where appropriate, matching existing behaviour
18 Days Ago
Start on pickup system, refactor shooting a bit to support haptics
18 Days Ago
Basic controller haptics (#1498) Allows for controller haptics based on haptic events. ```cs public static void TriggerHaptics( HapticEffect pattern, float lengthScale = 1.0f, float frequencyScale = 1.0f, float amplitudeScale = 1.0f ) ``` e.g. ```cs Input.TriggerHaptics( HapticEffect.HardImpact ); ```
18 Days Ago
Make new vgui.Create errors non halting Because of course mods are already doing silly stuff. Fixed Lua being able to make the main menu black on disconnect Fixed a warning about "Invalid texture id -1" on disconnect Fix certain detail props not rendering on maps with more than 65k of em
18 Days Ago
Formatting changes
18 Days Ago
Shadergraph: Add OneMinus node
18 Days Ago
18 Days Ago
Link.TryGetConstant() / TryGetVariable()
18 Days Ago
Haptic effect support for VR
18 Days Ago
Squash history, update for SDL Docs, cleanup Apply LengthScale Update haptics per-controller Scoped haptics support Vibrations -> Haptics, wrap patterns inside an event to simplify API e.g. ```cs Input.TriggerHaptics( HapticEffect.HardImpact ); ``` Docs update
18 Days Ago
Automatically remove unlinked nested nodes
18 Days Ago
18 Days Ago
Shadergraph: float2 and float3 can specify ranges
18 Days Ago
Clean up Gizmo arrow on zones
18 Days Ago
Added support for saving of database and removing items
18 Days Ago
Codegen applies attributes if OnUpdate, OnFixedUpdate or OnPreRender are implemented Only call OnUpdate, OnFixedUpdate, OnPreRender on components that implement them. Also call them flat instead of recursing every GO 3 times
18 Days Ago
Check for checkpoints for finish Different checkpoint color Reset everything on finish
18 Days Ago
Get rid of LinkSource, just use nested nodes
18 Days Ago
18 Days Ago
If started but haven't reached checkpoint return to start Checkpoint ui Support checkpoint ui + reset checkpoints when return to the start
18 Days Ago
Update .gitignore Basic checkpoints
18 Days Ago
Fix hlsl antlr grammar 🙄 Fixes Facepunch/sbox-issues#5382
18 Days Ago
Shield effects tint based on its current power
18 Days Ago
Stop sound handle when stopping or disposing music player
18 Days Ago
Use controller color for player's world panel
18 Days Ago
Merge from unity_2022.3.24
18 Days Ago
BaseCombatEntity.Hurt uses pooling for HitInfo
18 Days Ago
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18 Days Ago
merge from qol_rotate_vending_machine
18 Days Ago
merge from tutorial_gun_unlock
18 Days Ago
merge from mission_improvements_may_24
18 Days Ago
restore 96033 mission_improvements_may_24
18 Days Ago
Add Rick's spaceship model
18 Days Ago
Fixed bullets colliding with dead players, collision problems w/ players
18 Days Ago
Don't show health bar if at max
18 Days Ago
This all sucks but pushing it to have it as back up
18 Days Ago
Add ability to scope input hints https://files.facepunch.com/devultj/1b1811b1/sbox-dev_05o2cfn6aa.png
18 Days Ago
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
18 Days Ago
Compile fix
18 Days Ago
Reduce parallel cubemap updates on load, we allocate a new lightbinner for each new parallel view and each of them allocates a lot of new GPU buffers when they should be shared, I'll revisit this after shadowcache
18 Days Ago
Item / ItemManager use pooling