238,093 Commits over 3,837 Days - 2.59cph!

3 Months Ago
Also only show push to talk input in push to talk activate mode
3 Months Ago
VoiceComponent.PushToTalkInput mark with InputAction attribute
3 Months Ago
dumpster dev meshes update and addition
3 Months Ago
Fix physics not using the correct per triangle (cell) surface for terrain https://files.facepunch.com/layla/1b0811b1/sbox-dev_KC7RvG3czd.mp4
3 Months Ago
Use solver hit normal when casting against heightfields, fixes player movement snagging on terrain
3 Months Ago
Move spread to the player, added DebugText
3 Months Ago
Unscrew default player movement
3 Months Ago
Ensure 4 surfaces are always set on terrain collision shape Make sure GetTriangleMaterial doesn't index outside of materials array
3 Months Ago
Calculate dominant control map indices to use for per triangle surface indices
3 Months Ago
Update terrain scene, add bullshit testing surfaces to terrain materials
3 Months Ago
Set terrain collision surfaces to storage material surfaces Allow shape surfaces to include null surfaces
3 Months Ago
Acceleration / max acceleration can be tweaked globally Add scoutzknivez map (wip)
3 Months Ago
Minimap styling changes
3 Months Ago
Don't have decoys show up if they were thrown by a friendly
3 Months Ago
Decoy grenades mimic an enemy on the minimap
3 Months Ago
Move gravity into global, add BunnyHopping, EnableFallDamage
3 Months Ago
Don't hardcode for Attack1 for the lock, use configured input actions Add planting bomb radio Team chat will pass through map location
3 Months Ago
Adjust AttackingWhileDeployed logic to clear properly when switching a weapon while in the lock
3 Months Ago
Fixed jump not being IsLocallyControlled checked
3 Months Ago
Don't think we need this anymore, fixes NRE when trying to fullscreen game/scene viewports
3 Months Ago
Don't box select while trying to use orbit camera controls
3 Months Ago
merge from main
3 Months Ago
Hitbox damage multiplier can be modified per-hitbox, expose this and armor reduction to global
3 Months Ago
Fixed ability to create an infinite destroy loop in QObject ToolWindowManager: don't delete a window if we're removing it as a result of it being deleted Add TypeLibrary.Create<T> that accepts args Add GizmoInstance.Clear Add DockManager.RaiseDock( Widget ) Move ShowCloseDialog to SceneEditorSession (it makes no sense on GameEditorSession) EditorMainWindow exists during startup, but made visible after startup Add Scene.Editor.FrameTo (replaces hacky "scene.frame" event) that doesn't work with multiple active scene sessions) Make SceneEditorSession.Tick a member Make SceneEditorSession .UpdateEditorTitle non static Create a SceneDock for each open scene Give playing scene tab a proper name Add SceneEditorSession.BringToFront() Don't try to save tool widget windows that have no name Hide GameEditorSession + PrefabEditorSession , (its confusing people), refactor, document Clean SceneViewWidget a bit Use a different icon for prefab scenes
3 Months Ago
map wip speculative theme pass
3 Months Ago
Made scrap transport lighting not be so performance heavy. Scrap transport instrument panel lighting tweaks. More gauge focused.
3 Months Ago
Rotor wash final distance and visual iteration.
3 Months Ago
v_usp: various changes, see commit comment • same state machine logic improvements recently made to v_mp5 • sprint now has additive in/out transitions • moved holster animation earlier in the chain of modules so it can get affected by movement & aim additives • removed obsolete explicit references to the MP5 sources that were made before shared animations were standardised
3 Months Ago
Revamped CH47 lighting. CH47 interior lighting no longer performance hogs everybody within network range. FlaslightFlare_HDRSphere material fix. (Seemed to not render anymore.)
3 Months Ago
Small RotorWash variant. Updated ground effects on all remaining helis.
3 Months Ago
Spring cleaning folder structure Remove a bunch of unused assets Organize player code Globals
3 Months Ago
Include "reserved" in serverinfo to see how many reserved slots are active Add `print_reserved_slots` to see how much time each reserved slot has left
3 Months Ago
Define max hp, max armor in code, fix some compiler warnings
3 Months Ago
more grass pieces, blend file, wall collection prefab, alleyslope progress
3 Months Ago
When losing helmet, helmet gets detached off the player
3 Months Ago
Actually apply the fix for division by 0 :pensive:
3 Months Ago
Fix equipment holster NRE
3 Months Ago
Forklift and Dumpster blockouts
3 Months Ago
Fix potential division by 0 when parsing MP3 files
3 Months Ago
New Outfit Piece(s) - Gasmask and War Helmet! Army Outfit bits for citizen https://files.facepunch.com/daniel/1b0711b1/sbox-dev_betGBfBGKO.jpg LODs coming next.
3 Months Ago
WIP
3 Months Ago
- underwater particle effect systems - maintaining neutral buoyancy and stability forces when body is not sleeping
3 Months Ago
removed unecessary gc alloc in construction socket tests
3 Months Ago
player update. setup chainsaw 3p anim set
3 Months Ago
Broken vendor travel Hardcoded turning radius
3 Months Ago
Show dropped C4 on minimap when CTs spot it
3 Months Ago
rename tower collection, wall collection prefab
3 Months Ago
decoy_grenade vfx updates added @benobox 's new scorchmark added small explosion on death state (needs audio)
3 Months Ago
EVEN MORE CALLOUTS
3 Months Ago
Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png