247,234 Commits over 3,928 Days - 2.62cph!

6 Days Ago
merge from fix_lod_camrea_nre -> main
6 Days Ago
Try fixing LOD camera NRE again
6 Days Ago
toast to show if you're trying to edit a sculpture while it's locked
6 Days Ago
Switch SSAO to use GTAO
6 Days Ago
any edited sculpture shows picture CornerIcon in UI
6 Days Ago
update admin spawn rocks
6 Days Ago
Fix up GroundTruthAmbientOcclusion
6 Days Ago
merge from fix_lod_camera_nre -> main
6 Days Ago
Fix NRE when LOD is calculating on main menu but no cameras are spawned
6 Days Ago
Added emission fresnel to xmas lights
6 Days Ago
Ice shader: screensize and edge length now factor into tessellation
6 Days Ago
fix player deceleration dt prevent bottom leaderboard row getting clipped decelerate enemy after collision forces added, instead of before exploder special
Leaderboard backup, run #15845
6 Days Ago
Merge from primitive
6 Days Ago
More compile fixes
6 Days Ago
Merge from primitive
6 Days Ago
Possible horse server fix
6 Days Ago
Stomp local version of BatteringRam.cs with version from primitive branch Protobuf, manifest, codegen
6 Days Ago
Merge from primitive
6 Days Ago
Merge from main/primitive
6 Days Ago
Codegen, manifest, protobuf, etc
6 Days Ago
Merge from siege_weapons
6 Days Ago
Merge from shields (new branch to collect all primitive stuff in one spot for media)
6 Days Ago
Restored the 2px gap between vital bars
6 Days Ago
Fixed player hitting their own shield when crouching and melee attacking
6 Days Ago
Physics tool selects all rigidbodies in hierarchy
6 Days Ago
Added a OnPlayerClothingChanged client side callback to HeldEntity Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
6 Days Ago
Expose MeshComponent.Model
6 Days Ago
Don't invoke ISceneCollisionEvents for trigger intersections
6 Days Ago
Update skinned renderers if they have physics bones
6 Days Ago
Always create ragdoll bodies at the saved gameobject transform unless the bone has just been created, allows for ragdoll posing in editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_pSeZ9ABT7i.mp4
6 Days Ago
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
6 Days Ago
Shield vm animator can now go straight to block from the melee attack end state
6 Days Ago
Improve handling of empty navmesh tiles Also improve editor auto update when world bounds change.
6 Days Ago
Merge from main
6 Days Ago
Merge from shred_helicopters
6 Days Ago
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
6 Days Ago
Merge from main
6 Days Ago
Merge from monument_scenes_renderlod_fix
6 Days Ago
deserialize absolute game object flag, flags are deserialized selectively
6 Days Ago
-Ballista low poly model update -Ballista UV's -Ballista Materials -Ballista WIP Textures
6 Days Ago
Joints execute in editor, physics tool can manipulate physics in editor so joints should also work
6 Days Ago
Colliders without rigidbody are static in editor
6 Days Ago
Update: review feedback - dispose of the nested CTS for perf snapshot uploads - Use async copy when creating an extra stream to send backup files Tests: full local server flow + 2 snapshot uploads
6 Days Ago
Remove Ragdoll.DriveFromAnimation, active ragdoll stuff should be a component on top
6 Days Ago
vendor_stats_fixes -> main
6 Days Ago
Fixed a bunch of issues with single entry placement after changing scaling
6 Days Ago
- Ensured everything is in local time - Setup methods to process into 12 hour time
6 Days Ago
Fixed terrible scaling on stats menu