248,568 Commits over 3,928 Days - 2.64cph!

3 Months Ago
updated radtown name, updated radtown loot
3 Months Ago
Episodic combine_intmonitor props with extra skin gmad.exe allows .vtx files again Try writing current git branch to garrysmod.ver
3 Months Ago
Added river rocks Brought back small arctic rocks
3 Months Ago
Updated the whitelist to allow .vtx files again, while restricting .sw.vtx still Pause on error for Win32 Because people on Windows just can't comprehend what a command line utility is
3 Months Ago
Started prototyping catapult siege weapon Added basic interactions, placeholder fire animation Only fires rockets atm, still need to add new projectiles
3 Months Ago
christmas_light asset finished and scale fix
3 Months Ago
frank pose adjustment
3 Months Ago
some light tweaks in art_scene
3 Months Ago
merge from main
3 Months Ago
merge from ocean-override-curves
3 Months Ago
merge from world_update_2
3 Months Ago
Fix NRE
3 Months Ago
map updates
3 Months Ago
box_decals mat
3 Months Ago
adjust lighting and frank's position in art_test scene
3 Months Ago
Reworked the fix for seaweed spawning above ocean / it was conflicting with grass and lowering the density of coastal rocks New fix uses clutter topology to block off seaweeds instead
3 Months Ago
Get rid of cloud browser chips, move facets next to search bar Remove DropDown widget I added and roll facet dropdown into its own widget, simpler Initial tabbed asset picker w/ both local and cloud assets https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_WENJnEwfYb.png Facet dropdown cleanup Only select 1 entry per facet, display selected name and icon in dropdown https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_AueEMTPu9O.png
3 Months Ago
non-linear flow scaling, with further tuning
3 Months Ago
Update these to check the new cloud path Logging non vs versioned idents as a conflicting version is dramatic and actually I don't care, we'll use the versioned one anyway
3 Months Ago
add separate transition curves for different ocean override parameter groups
3 Months Ago
merge from item_pooling
3 Months Ago
Replace .source2/ with .sbox/ Revert "Redownload package manifests if they're dodgy instead of breaking a download" This reverts commit 4ea8058ad72c4c3a9c9d2c29e0c76f78d1a9edcc.
3 Months Ago
Added Water Footsteps/Particles
3 Months Ago
merge from world_update_2
3 Months Ago
Make sure we've got the right package version installed, update if not Bin global tools package cache, replace with per-project store Redownload package manifests if they're dodgy instead of breaking a download Fix pinned version # getting dropped when installing package Prevent trying to install different versions of the same package Add manual cloud asset updating Update asset package refs when updating dependency, fix when broken (yuck) Basic 'in project' filter for installed cloud assets, show as asset location Check revision matches when we're checking for an installed package at a specific # Don't redownload a package we've already got installed Catch possible NRE This isn't needed anymore Add .source2/ to gitignore template If package is on disk just use asset directly when dragging into scene Update existing refs in GameResources when updating package Normal GameResource processor uses versioned idents too Consistently sort reference lists alphabetically so diffs aren't so mental to read Only update references inside project assets folder Avoid walking into a LoadResource exception, we don't really care that much Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs Show remote/latest version info, incl version id, in PackagePopup
3 Months Ago
Merge from underwaterlights (max depth darkness toned down)
3 Months Ago
Tuned max depth darkness down further.
3 Months Ago
caves - need another pass to finish with overhang rock in some scenes
3 Months Ago
further progress
3 Months Ago
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
3 Months Ago
Fix player not always jumping out of a dive when pressing space
3 Months Ago
Added Dive/Slide particles Made it so you can't cancel a Dive mid-air Added short Hop when left clicking while sliding from a dive Diving into a jump pad will cancel the dive. Sliding to a halt will cause you to exit the sliding state
3 Months Ago
flip the axis lock
3 Months Ago
turn off shooters in playground
3 Months Ago
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
3 Months Ago
LookAt Component with axis lock
3 Months Ago
Fix Pause Menu not being able to unpause properly Fix WallJump making you jump a nearby wall when grounded Improved the wall slide and fixed Ability.HasGravity Added wall slide particles (will look a lot better once there's an anim) Remove some logs Exit running state when running into a wall
3 Months Ago
Update: Audio RPC codegen Missed in my previous commit - support for audio.enablesoundpooling. Tests: enabled the switch at runtime, produced assertions (expected)
3 Months Ago
Update: RPC Codegen Somehow missed it despite generating previously. Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
3 Months Ago
cliff_hills_large_e tighter anchors to fix terrain holes
3 Months Ago
Cliff_tall_d fixed terrain holes
3 Months Ago
sbox charm added, pixel charm removed
3 Months Ago
Merge from underwaterlights
3 Months Ago
Falloff tweaks. Brighter shallows.
3 Months Ago
merge from main
3 Months Ago
added wood_a2 blend + cardboardbox updates
3 Months Ago
Fixed Facepunch/sbox-issues#6518
3 Months Ago
Ensure vendor grabs correct direction for peek
3 Months Ago
Bullet shooter and mover
3 Months Ago
Merge: from soundmodulator_leak Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling). Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.