233,528 Commits over 3,775 Days - 2.58cph!

3 Months Ago
More wip handcuff functionality
3 Months Ago
Add IGrabbable interface, start implementing it properly
3 Months Ago
Added tree and ore gathering tests
3 Months Ago
Add custom Move Controller as need to override some Character Controller behavior Add references in prefab instead of finding them in OnAwake. Add passable ignore layer tag for Move Controller Re-implement pause system for states Added initial Disease support with sprite. Added initial Pickup system with sprites. Better bomb collision logic(?) Use ITriggerListener (duh) can now pickup pickups Fix lives showing for empty player slots Need to make all Bombable objects Networked Objects
3 Months Ago
level update, s2p
3 Months Ago
Escape / victory sounds Let's re-use Mazer for enemies Clothing
3 Months Ago
workers_house building - final models, colliders, prefabs
3 Months Ago
Hands can push objects out of the way now
3 Months Ago
Programmatically remove grab point from bullet prefab if spent Apply angular velocity to ejected bullets, support IDamageable Implement IDamageable to FlipUpTarget Interactable: Use secondary grab point's up vector for Rotation.LookAt, so we can roll with our secondary hand Update shooting_range
3 Months Ago
Lobby First maze size Fade in / out on level transition https://files.facepunch.com/ziks/2024-05-09/sbox-dev_0f5X41Pv7B.mp4
3 Months Ago
Page component can power a page
3 Months Ago
merge from main
3 Months Ago
add upgrade files choice hotkeys, enemy status stage restart damage number particles burning freeze fear
3 Months Ago
Fixed a few flow issues when running multiple test fixtures one after the other
3 Months Ago
Fixed networking
3 Months Ago
ball prefab adjustments
3 Months Ago
Changed play button bind back to F5
3 Months Ago
Skin bundle update
3 Months Ago
Fixed bullet ejection speed, big button in shooting range bone flag
3 Months Ago
Fixed up bone setup for mp5
3 Months Ago
Page component with header and hero nested
3 Months Ago
Actually, use a prefab instead Removed unused spent shell prefab
3 Months Ago
Refactor bullets to hold info about spent state. Eject from chamber conditionally
3 Months Ago
Skin update
3 Months Ago
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3 Months Ago
Unity 2022
3 Months Ago
Anim root file tweaks
3 Months Ago
Support MaterialSetup component
3 Months Ago
New FX for lantern because cozy.
3 Months Ago
Unsaved
3 Months Ago
Leaderboard backup, run #11634
3 Months Ago
Rate limit leaderboard queries
3 Months Ago
Crank finger gessture. Fixes and tweaks to existing gesture assets
3 Months Ago
Start cleaning up menu bar
3 Months Ago
Order menu by title
3 Months Ago
Gravity is now a replicated var as well
3 Months Ago
Grounded layer hookup
3 Months Ago
Oops, don't need Default section on the ServerVars, only the replicated ones
3 Months Ago
Code review, add defaults to the new vars
3 Months Ago
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab) Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
3 Months Ago
Time convar changes following code review
3 Months Ago
Various lantern regression fixes. Improved lighting from it a little bit. Tweaked light color a tad, for greater contrast vs flame lights.
3 Months Ago
Cherrypick `hackweek_combat_playground`
3 Months Ago
Added "shhh" sounds to shushing gesture - 2 variations. Fixed anim events missing from latest updates + tweaked temp icons.
3 Months Ago
Merge from main
3 Months Ago
Fix compile error
3 Months Ago
Fixed collapse not working with skinned objects, not casting shadows
3 Months Ago
New project structure Move most synchronized variables to HostSync - add wrapper for HoldingBomb Only the host can call Respawn Show respawn effect at the correct position when respawning Start adding Bomb placement logic with networking Update some obsoletes Better collision logic for Player vs Bomb (I think ) Add SolidBlock component. Update all border blocks to have solid tag. Add ParticleSimulator Make sure player stays on ground (until find a better way to do conditional collision with bomb per player) IResettable -> IRestartable. Implement OnRestart for Bombs. Bombs can hit players Add player death logic. Start trying to implement death ragdolls
3 Months Ago
OpenXR handle management tweaks (need to work on this a bit) Treat handles as pointers
3 Months Ago
Basic level loop