252,909 Commits over 3,990 Days - 2.64cph!

2 Months Ago
Delete duplicate but incorrect filename `editorconfig`, apply previous changes to `.editorconfig` instead
2 Months Ago
Arena 2 Art Progress https://files.facepunch.com/louie/1b2911b1/sbox-dev_S6AMad5TY8.jpg
2 Months Ago
Published packages don't include dlls
2 Months Ago
WIP scoring
2 Months Ago
Update PlayerController animator params PlayerController copy clothes better PlayerController increase skin slightly, prevents sliding down slopes PlayerController creates collision on a child GameObject, so it can have different tags set etc PlayerController - delete existing BoxCollider, CapsuleCollider if they exist PlayerController - don't recreate Colliders GameObject if we have a child named that already PlayerController: Fix ducking slightly when standing on small shit
2 Months Ago
Added a light with configurable color to ice sculptures
2 Months Ago
merge from fix_copypaste_shipping_container_color -> main
2 Months Ago
Fix shipping container colors being reset to random when pasting entities
2 Months Ago
updted ReinforcedWoodShield.fbx so the strap now matches more closely to Metal shield so a single anim set can be re-used for it
2 Months Ago
Automatic mipbias changes to the terrain4_albedo_array and terrain4_normal_array
2 Months Ago
manifest
2 Months Ago
basic IO setup of sculpture - temp port positions, can just use On flag to toggle lights
2 Months Ago
Upgrader basics
2 Months Ago
New: support xml-style errors from API Allows to see more details about what's going wrong with the request(Azure SAS errors are xml) Tests: got the SAS error locally, saw the logs in ServerManager Bugfix: don't use a closed stream when retrying backup uploading If we fail the upload at the point of consuming the stream (so passed backupBegin), it will close the stream and fall over on Position call, making retries useless. Tests: when running own server it was erroring out on retries with stream closed exception - not anymore. Bugfix: Don't wait after last upload retry Tests: Saw the uploads fail, didn't see the log after last attempt. Update: renamed file back to BackupData I shouldn't have renamed it in the first place. Clean: removing obsolete property Tests: local run was able to upload files
2 Months Ago
viewmodel wooden shield animaionns edited
2 Months Ago
Compile fix
2 Months Ago
Move PlayerController.Animation behaviour to MoveMode
2 Months Ago
merge from twitch_rivals_2024/twitch_rivals_flag
2 Months Ago
Drop the flag on death Make sure it stays upright when dropped: added a new center of mass override setting for dropped items
2 Months Ago
Punch card
2 Months Ago
merge from fix_telephone_grid -> main
2 Months Ago
viewmodel metal shield anims updated so the arm is visible
2 Months Ago
Add an alternate render method
2 Months Ago
Switch telephone to using the MapHelper class
2 Months Ago
merge from main
2 Months Ago
Add `printgrid` command to debug position -> grid name code
2 Months Ago
Refactor teleport2grid so finding map grid based on string is inside MapHelper.cs
2 Months Ago
Dynamic NavMesh Obstacles (#1706) Allows to block of certain areas of the navmesh both in editor and at runtime. For this we introduce and expose the concept of **navmesh areas**. Areas can affect navmesh generation and agent behavior/pathing. ### Details - Accomplished by implementing a tile cache that stores an intermediate representation of the navmesh - The intermediate representation can be used to modify & remove areas of the navmesh. - Modifying the intermediate state is magnitudes cheaper than rebuilding the navmesh from scratch. - Static areas are basically free. - Moving areas are a bit more expensive, but you should be able to have at least a couple of dozens of them - The area's shape is defined by a (trigger) collider that can be linked to a nav area component https://files.facepunch.com/lolleko/1b2911b1/sbox-dev_JTOOu8AAeA.png https://files.facepunch.com/lolleko/1b2911b1/sbox-dev_3XdDSxj7Ly.mp4 https://files.facepunch.com/lolleko/1b2511b1/sbox-dev_XBNEUDAPfh.mp4 https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4 ### Summary Allows to create a navmesh area, link it to a (trigger) collider & set it to blocking to create an obstacle. In the future we can expand on area functionality: custom tags, local navmesh generation parameters...
2 Months Ago
Fix NRE on editor shutdown
2 Months Ago
merge from wallpaper_analytics -> main
2 Months Ago
Add analytics when spraycan is used to change entity skin in the world
2 Months Ago
Log skin id of any entity submitted to analytics
2 Months Ago
Ice shader: add tangent reconstruction normals will now behave properly, improve parallax offset calculation, and add frost min/mid/max sliders.
2 Months Ago
merge from main -> wallpaper_analytics
2 Months Ago
fix codegen (used changes from different branch)
2 Months Ago
merge from main -> wallpaper_analytics
2 Months Ago
adjusted toolgun.entity lod distances to match worldmodel prefab values to fix harsh lod transitioning
2 Months Ago
Fix NavmeshArea.IsBlocking not toggling state
2 Months Ago
Lock high priority network queue behind convar `high_priority_network_queue`
2 Months Ago
merge from main -> network_queue_priority
2 Months Ago
codegen
2 Months Ago
GameObject serializing survives when a child is somehow added during serialization
2 Months Ago
merge from twitch_rivals_2024/twitch_rivals_flag
2 Months Ago
merge from /flashlightfixes/fulloverhaul
2 Months Ago
merge from landmine_disarm_explode_bugfix
2 Months Ago
more balancing zoom perk
2 Months Ago
Leaderboard backup, run #15749
2 Months Ago
Dir change
2 Months Ago
Experimental invoke based reload system tests
2 Months Ago
Backups/unsaved