221,907 Commits over 3,653 Days - 2.53cph!

3 Years Ago
Temporarily remove Recoil on the Tank until its done by the animation graph
3 Years Ago
Added fully functional tank unit and updated Weapon to support a bunch of new stuff.
3 Years Ago
ModelDoc: Add PhysicsShapeCylinder https://files.facepunch.com/layla/1b0211b1/sbox_VKtNHzD2qc.png
3 Years Ago
Cleaned up, fixed transforms not applying
3 Years Ago
Fix material editor crash when shader is fucked Fix shader compiling to wrong folder Fix shader .ini file wrong folder Added Render.Clear() Render backdrop filters on their own, before the main panel Merge branch 'master' of sbox
3 Years Ago
Moving backdrop filter, backdrop blur into their own shaders Merge branch 'master' of sbox-game
3 Years Ago
street cabinet blockout
3 Years Ago
New perf stats category list Updated perf-stats-plot.py to work with frameBatchSize
3 Years Ago
Made module volumes thinner
3 Years Ago
merge from main
3 Years Ago
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3 Years Ago
Moonpool shared prefab - contains water surface, volume and effects Moonpool specific water carving volume mesh 'volume_1200x1500_moonpool' Removed previous volume test mesh
3 Years Ago
Remove sv_gravity change callback on game shutdown. Fixes #418
3 Years Ago
merge from /player eyes gesture fix
3 Years Ago
Disable rotation on sound light since it has no valid placement and confusing
3 Years Ago
Street lamp feedback Street lamp glass fresnel adjustment
3 Years Ago
Implemented blur on some UI elements and fixed broken namespace using statements. Updated round change detection to use OnChangedCallback attribute.
3 Years Ago
Reduced boombox condition loss
3 Years Ago
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
3 Years Ago
Removed NavPath and NavSteer from Gamelib
3 Years Ago
Removed PropertyWatcher (obsolete). Added RPCUtility. Added experimental DayNightManager (currently not working due to a crash.) Added automatic creation of unit node size pathfinder objects.
3 Years Ago
Water carving now uses the exact shape of the player capsule collider everywhere rather than approximating some things with the axis-aligned (!) bounding box Disabled autocrouch when swimming / admin flying since it would glitch out the capsule collider when swimming underneath something with a water carving volume Environment volumes now allow using a custom collider (like a mesh collider) for their trigger (any custom collider on the game object will be used, if there is none the default box collider will be added)
3 Years Ago
Force snap whole Rect when rendering text on 2D surface, fixes text looking muddy Don't draw shadow rect if texture isn't ready yet
3 Years Ago
Underwater lab monument prefabs are no longer using Scene2Prefab
3 Years Ago
Refactor PanelRenderer Merge branch 'master' of sbox
3 Years Ago
modules meshes updated to latest
3 Years Ago
fixed hatch tube cap collider
3 Years Ago
ladder volumes throughout
3 Years Ago
Update README.md
3 Years Ago
Added link-stairwell-bottom-e and link-stairwell-bottom-f to cover two edge cases where none of the current circular stairwell pieces would fit
3 Years Ago
Underwater labs convex mesh volumes - all the combinations should be possible from this set of volumes
3 Years Ago
backup build scenes underwater labs hatch material setup
3 Years Ago
Merge from voiceprops/dlc
3 Years Ago
Added client convar LaserBeam.PrintQueue to print the state of every laser (queue state, length, time since last update)
3 Years Ago
Merge from main
3 Years Ago
Merge from main
3 Years Ago
A bunch of SceneSystem binds
3 Years Ago
Player null check in RecorderTool
3 Years Ago
Added LaserBeam.debugcollisions to print out if the lasers are hitting something Moved the laser origin point slightly further out from the laser light collision box
3 Years Ago
Get the discofloor looking good with the updated audio input
3 Years Ago
Put GetFakeInput back, we actually do use it!
3 Years Ago
Select the best audio sample size to roughly cover the last frame (within reasonable limits)
3 Years Ago
Since we only care about the overall volume, use GetOutputData instead of GetSpectrumData. No more need for an FFT.
3 Years Ago
Cleanup
3 Years Ago
Removed unnecessary brackets
3 Years Ago
Now getting an RMS value from each call to GetSpectrumData by taking the square root of the squares of each value, although no one is completely sure what exactly GetSpectrumData returns for each frequency band. Removed GetFakeInput since it was unused.
3 Years Ago
Fixed crazy massive bug with the wire tool texture
3 Years Ago
Update items and translations
3 Years Ago
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3 Years Ago
Slightly safer on/off check on LaserLight