248,649 Commits over 3,928 Days - 2.64cph!

3 Months Ago
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3 Months Ago
Left this opacity low by mistake
3 Months Ago
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
3 Months Ago
backup ram prefab
3 Months Ago
Leaderboard backup, run #14645
3 Months Ago
Run-DedicatedServer will load garry.scenemap instead of empty map / minimal for Walker
3 Months Ago
Don't create a player if we're the dedicated server
3 Months Ago
Stage updates
3 Months Ago
Fix immortal wolves
3 Months Ago
TTT: fix ragdoll not being created if ttt_dyingshot is on (#2135) Fix assumption of DoPlayerDeath running twice on DyingShot, instead run fully once and prevent future triggers.
3 Months Ago
Replaced radiation removal tea with the anti rad tea in the food cache loot table
3 Months Ago
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
3 Months Ago
Don't show NPC vending machine names
3 Months Ago
Merge from main
3 Months Ago
limit feed first plays to games
3 Months Ago
News on dash Old newsposts Platform news pagnation Dashboard org list
3 Months Ago
Feed api
3 Months Ago
Leaderboard backup, run #14621
3 Months Ago
Parts have linear and angular damping, so use them
3 Months Ago
Dynamic joint scaling https://files.facepunch.com/layla/1b1311b1/sbox-dev_8tUelwOLEE.mp4
3 Months Ago
main -> vines
3 Months Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
3 Months Ago
Example rock
3 Months Ago
Template rock
3 Months Ago
Initial work to render a line
3 Months Ago
Fix capsule collider update not using scale Fix adding transformed RnHull, just make a new hull, we were transforming the serialized rubikon hull which is very bad!
3 Months Ago
Dispose of line renderer on destroy
3 Months Ago
- Vine object - Prefab setup
3 Months Ago
Scale hull collider points with world scale
3 Months Ago
Scale ragdoll joint local frames by body world scale
3 Months Ago
Fix capsule collider not using world uniform scale when it probably should
3 Months Ago
Add motion enabled support to ragdoll, motion disabled drives kinematic bodies using render bones https://files.facepunch.com/layla/1b1211b1/sbox-dev_x0MIf0ioIl.mp4
3 Months Ago
Rigidbody with motion disabled uses shadow controller because it's kinematic
3 Months Ago
Destroy physics on ragdoll destroy too Clear physics bones when switching out renderer
3 Months Ago
Add rigidbody flags to ragdoll Add physics lock to ragdoll
3 Months Ago
Use renderer bone transform to set up ragdoll rigid bodies if they exist https://files.facepunch.com/layla/1b1211b1/sbox-dev_Rr8wJCrHB6.mp4
3 Months Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
3 Months Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
3 Months Ago
Change mountable so the player doesnt insta die on dismount
3 Months Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
3 Months Ago
Joint desc limits are in degrees
3 Months Ago
Return joint desc limits in degrees because who wants to deal with radians
3 Months Ago
Set ragdoll collider surfaces
3 Months Ago
Add work in progress ragdoll component that creates child rigid bodies from model physics https://files.facepunch.com/layla/1b1211b1/sbox-dev_CS4vIaEj8o.mp4
3 Months Ago
Make SetBoneTransform and ClearPhysicsBones because I need them
3 Months Ago
News section update, this looks worse, but it's actually better
3 Months Ago
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3 Months Ago
Fix faceted search not working
3 Months Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button
3 Months Ago
Fix crash in CDMXLoader::LoadMesh when there's no position attribute.. unsure why, the offending models need to be looked at