233,526 Commits over 3,775 Days - 2.58cph!

46 Days Ago
Cap team sizes for defuse to 5
46 Days Ago
Track original owner of weapon, show it in the weapon row
46 Days Ago
Burst upgrade 1.8.13 -> 1.8.15
46 Days Ago
46 Days Ago
merge from electricalheater_fix
46 Days Ago
merge from wire_slacking
46 Days Ago
Expose falloff curve for explosion damage
46 Days Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end
46 Days Ago
Add facepunch.libevents library Use libevents for damage / kill events
46 Days Ago
Fix GameEvent.GetImplementation<T>
46 Days Ago
backup storage building large
46 Days Ago
Fixed electrical heater not deployable on armored wall hard side
46 Days Ago
Citizen/animgraph: improved scale_height parameter (see commit comments) • tweaked input poses, especially the tall one (5% less legs, 5% more torso & arms) • tweaked stride scaling: from 0,1,2 to -1,1,3 (this lets short characters cover much more ground, and helps prevent IK pops on tall characters) • added a new weighted constraint to the procedural neck_clothing bone so that it won't flip anymore on extremely short characters (with e.g. jumpsuit outfit) • scaling your height is now bouncy because it looks fun: https://files.facepunch.com/maxlebled/1b1111b1/sbox-dev_2024-06-11_11-58-31.mp4
46 Days Ago
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46 Days Ago
player update. shovel entity updated so the shovel is held correctly on 3p animations
46 Days Ago
Add kill sound
46 Days Ago
mid updates
46 Days Ago
fix client defines
46 Days Ago
Fix headshot effects originating from the attacking player instead of the victim
46 Days Ago
vm handcuffs - added hit anim - udpated animator - added anim events to attacks - organised folder - added effects folder & effects for events
46 Days Ago
Switch to BaseMelee
46 Days Ago
EquipmentDropper can drop everything that isn't melee, and isn't part of the default loadout
46 Days Ago
Update title
46 Days Ago
Update README.md
46 Days Ago
reworked shed support beam UVs for new texture
46 Days Ago
disabled animation on dpv
46 Days Ago
Added attack_hit_kidnapper (temp duplicate) and assigned in controller.
46 Days Ago
Trigger attack VM
46 Days Ago
Better respawn Reset tutorial on restart Respawn hint during tutorial
46 Days Ago
Don't bother passing sender to event handlers Documentation
46 Days Ago
fixed small gc alloc
46 Days Ago
updated vm handuffs animator to work with baseMelee setup
46 Days Ago
Added an edge sharpening for blur (preserves edge) conttol ditto
46 Days Ago
merge from main
46 Days Ago
Merge from main
46 Days Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
46 Days Ago
Server compile fix
46 Days Ago
merge from snow_effects_roll_back_and_meshLOD_conversion
46 Days Ago
Global S2P with HLOD
46 Days Ago
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46 Days Ago
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene) Went through each monument looking for stragglers, some notable finds: -the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD -converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
46 Days Ago
Fixed sidecar bike pulling to the right
46 Days Ago
Improved sprint meter behaviour
46 Days Ago
Make bike sprinting actually go faster, increasing engine power and top speed
46 Days Ago
Update wooden_crate_e (and it's camo version) to MeshLOD
46 Days Ago
Fix the bike sidecar not sleeping and therefore keeping the whole bike awake
46 Days Ago
Merge from cine_entities
46 Days Ago
Changed material for cinelight_point_blue - now uses version which can be rendered on cyc walls and backdrops
46 Days Ago
Merge main -> Bikes
46 Days Ago
Fixed 'cinecyc_black' not being hidden with hideobjects command