238,093 Commits over 3,837 Days - 2.59cph!

47 Days Ago
initial setup of serverside ragdolling with moderate bike collision damage
47 Days Ago
merge from tincan_alarm
47 Days Ago
Visualise clip positions
48 Days Ago
Fix component header not swallowing context menu events, fixes Facepunch/sbox-issues#5876
48 Days Ago
scaled up the icon a wee bit
48 Days Ago
Update: Updating ProtoBuf Codegen to use new Pool API * Includes new debug CodeGenerator binaries(built from FreeList-Depr branch, commit 1874d134). RustProtoBuf will be merged to main once I get closer to completion of teh refactor. * Generated new Rust.Data/generated/*.generated.cs files with no FreeList calls Tests: build tests for all targets
48 Days Ago
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling
48 Days Ago
Update the wire positions when playing the wobble animation Tweaked main collider
48 Days Ago
Update: Deprecation of Pool.FreeList API We now generate either Free call for classes (as they are IPooled) or FreeUnmanaged
48 Days Ago
Allow nests FSMs
48 Days Ago
Fix physics builder stomping physics tags with material tags, they should just append
48 Days Ago
Add RPC spam scene
48 Days Ago
Wobble animation when triggered Triggered when damaged
48 Days Ago
Removed "invis" tag, it's useless
48 Days Ago
Set up collision rule for grenades not colliding with player_clip
48 Days Ago
merge from main
48 Days Ago
compile fix
48 Days Ago
Apple Silicon / ARM64 native libraries (allows everyone to use the Apple Silicon Unity editor)
48 Days Ago
reduced texture size on tin_can_wire to 256 x 64
48 Days Ago
Merge from parent
48 Days Ago
merge from main
48 Days Ago
Not deployable inside trees Always look up and don't use the target normal
48 Days Ago
Added SSE2 back to x64 target
48 Days Ago
Merge from main
48 Days Ago
Leaderboard backup, run #12631
48 Days Ago
Hook up win and lose animations
48 Days Ago
Merge from community_improvedcountdowns
48 Days Ago
More changes, thanks Plastic
48 Days Ago
Merge TrainBreakBarricades -> main
48 Days Ago
More changes
48 Days Ago
Adjusted damage to barricades by trains, and to trains by barricades
48 Days Ago
Reapplied changes, added TimerFormat setting adds the ability to format the number as a timer with various presets Re-Applied JSON API changes Oops.yaml Ensure Unique Names for unnamed panels if panels are expected to be found by name then the name should be unique by default, the Countdown component requires this because it now re-uses the DestroyPanel function from the main class, but other branches like the animation branch benefit from this aswell Upload Countdown Test example Added Reset method just resets the Update Invoke Call Reset if the Interval gets updated Update Missing sprites Merge branch 'Facepunch:master' into CountdownImprovements Fix Invoke post Client hashing switch to using InvokeHandler based Invokes to avoid FP's client hashing from breaking text invokes, its possible nameof could have worked but i dont know enough about their build step to confirm that Move example json to test folder Undo invoke change & fix spacing undo invoke changes as there is a fix for string based invokes Merge changes Removed the new GUID for every unnamed component - this broke our internal community UI test and would have likely posed issues for general back compatibility Some minor formatting changes Thanks for the PR! Merge pull request #56 from Kulltero/CountdownImprovements Countdown improvements
48 Days Ago
Only show the barrier dust effect when the latest damage came from a train. Hijacking the available simpleInt protobuf so we don't need anything new.
48 Days Ago
Implement PR #56 for community UI - countdown component improvements Minor changes made to PR for improved backwards compatibility and formatting Also improved the Load Custom UI editor button to automatically open the tests folder
48 Days Ago
Push force damage can be adjusted via trainDamagePerMPS
48 Days Ago
- Include the double cover barricade as well - New barricade damage effect for the thinner barriers - Fixed some barrier positions not working correctly - Using some more component interfaces - Don't damage barricade anymore if train turns off
48 Days Ago
Cornel Box scene with moving light for GI test
48 Days Ago
Make SSR reconstruction ghosting less apparent
48 Days Ago
Fixed misconfigured roll bones on player model Adjusted aim spine v2 settings on lr300 Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
48 Days Ago
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
48 Days Ago
donut cheese battery service dog love letter
48 Days Ago
Leaderboard backup, run #12626
48 Days Ago
Adjustments for cubemapper and set barrier before setting renderstate Make sky always sample from mip 0, ensures that it's always sharp even in low res viewports (eg cubemap fetching
48 Days Ago
Unsaved changes
48 Days Ago
Tuned motorbike headlights.
48 Days Ago
Allow trains to smash through deployed cover barricades
48 Days Ago
Radtown S2P
48 Days Ago
Added a TOD toggle on electrical lighting. Fixed faulty street light bounce.
48 Days Ago
Support terrain collision holes (Use I8 instead of A8 image format for hole map), still need to refresh contacts on dirty though https://files.facepunch.com/layla/1b2111b1/sbox-dev_60iyvuYQ7S.mp4
48 Days Ago
Fix gizmo bounds on SpriteComponent when origin was in lower-left quadrant