248,561 Commits over 3,928 Days - 2.64cph!

3 Months Ago
Allow removing keys from bb component
3 Months Ago
Fix wolves stopping right in front of players without attacking sometimes
3 Months Ago
GameTransform.DisableInterpolation is a static, remove AddToInterpolationSystem + RemoveFromInterpolationSystem Reduce HashSetEx initial size Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes
3 Months Ago
Test HashSetEx with iteration counter and deferred changes Fix NRE in UndoGameObject
3 Months Ago
Leaderboard backup, run #14116
3 Months Ago
Lets try this "real" ConcurrentHashSet to see if it matches the performance of the old BufferedHashSet. I have a feeling we're going to be better off special casing the collections for our updates to maximize perf
3 Months Ago
NPC Conductor Bankle - Idle anims
3 Months Ago
Bricks and t issue box texture and mesh setup
3 Months Ago
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3 Months Ago
Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
3 Months Ago
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Fix "path cannot be empty" when opening object menu
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
radioactive_water -> world_update_2
3 Months Ago
Attempt to fix an incorrect GUID error
3 Months Ago
Ensured belt and main inventory on the player do the correct checks. A container filled or refilled in inventory should now correctly notify the rad check system.
3 Months Ago
Since BufferedHashSet is more expensive now, lets try to avoid it where we don't need the concurrency
3 Months Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
3 Months Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
3 Months Ago
Don't repeat NetworkSpawn logic, filter down to one function
3 Months Ago
Network the GameObject enabled status
3 Months Ago
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing) You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging Fix wolves charging despite fire in some circumstances
3 Months Ago
Fix wolves not playing growl anim anymore when startled by fire (regression) Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
3 Months Ago
Add ISceneLoadingEvents - Allows listening to events related to scene loading and creating loading tasks Add Game.TakeScreenshot ComponentFlags.NotSaved is ignored when networking Move ShouldSave logic to SerializeOptions
3 Months Ago
Adding OnUpdate etc will refresh directory on hotload - avoiding the need to stop and start the game for them to start working Change BufferedHashSet to use a ConcurrentDictionary under the hood This hopefully fixes issues occurring when iterating multiple times, inside itself, and Count not changing until iterating. We should rename this to ConcurrentHashSet at some point. Make objectindex a BufferedHashSet so Scene.GetAll<T> doesn't suffer from modified while iterating Add GameObjectSystem<T>
3 Months Ago
Fix Custom Cursors not being cleared when returning to S&box Main Menu.
3 Months Ago
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
3 Months Ago
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3 Months Ago
slighting up the player up
3 Months Ago
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
3 Months Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
3 Months Ago
GameObjectSystems can implement scene events * Replace Scene.GetAllComponents<T> with Scene.GetAll<T> * GameObjectSystems can implement scene events (Scene.RunEvent<T>) * GameObjectSystems can implement INetworkListener
3 Months Ago
Leaderboard backup, run #14092
3 Months Ago
Fixed joint sets linear angular spring maximum force to float max, this is the default, not zero
3 Months Ago
Fix prop gibs not making use of placementOrigin attachment when it exists, causing some gibs to be spawning at incorrect origin https://files.facepunch.com/layla/1b2111b1/sbox-dev_LApwRRrbZ8.mp4
3 Months Ago
Conductor Bankle Model and Audio
3 Months Ago
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progress
3 Months Ago
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
3 Months Ago
Remove name cache that is not invalidated when renaming types Merge remote-tracking branch 'upstream/get-type-remove-cache'
3 Months Ago
WIP
3 Months Ago
adjust sliding controls
3 Months Ago
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Don't try to enable loading screen on linux srcds (compile fix)
3 Months Ago
bottle updated label
3 Months Ago
Replace missing .png/.jpg image data with white color This would happen when a Material()'d .png file goes missing. It used to be undefined behavior. func_smokevolume removes particles when dormant Copy hl2.exe to gmod.exe Always enable loading screen for the `map` concommand Mount floating .GMA files before fetching info about subscriptions So they load in time if launching the game with +map