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

3 Months Ago
Show planted c4 on the minimap when spotted, swap icon
3 Months Ago
Fix hotloading GameEvent Allow states transitioning to themselves
3 Months Ago
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading This probably doesn't matter: Move changes to CLuaObject to the bottom Fix even more potential crashes with NPCs driving vehicles Forgot this file for gmod_uncache_test
3 Months Ago
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading This probably doesn't matter: Move changes to CLuaObject to the bottom Fix even more potential crashes with NPCs driving vehicles Forgot this file for gmod_uncache_test
3 Months Ago
alleyslope updates, caution tape models, change towers folder to collections
3 Months Ago
material improvements for storage warehouse
3 Months Ago
vendor truck wip model and basic materials
3 Months Ago
Show enemy players on radar when seen (or recently seen)
3 Months Ago
Small grenade scorchmark Merge branch 'main' of sbox-assets
3 Months Ago
Added test fur trim setup to viewmodel
3 Months Ago
Tweak when states activate / deactivate
3 Months Ago
Allow nested states
3 Months Ago
cherrypicking fishing_village_vendor_loadfix
3 Months Ago
Also include the screen border effect when in debug camera Minor cleanup
3 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug
3 Months Ago
Show the demo UI whilst recording when in debug camera
3 Months Ago
Added a popup warning the user if they're about to overwrite a demo with the same name
3 Months Ago
Digital, float, vector2 input state fetching
3 Months Ago
Basic inputs + example Remove asserts & logs in input functions
3 Months Ago
player update. edited lr300 3p anims to match the view model
3 Months Ago
Check valid scene in SceneNetworkSystem message handlers
3 Months Ago
In OnIsDeployedPropertyChanged don't update deploy state if OnStart hasn't been called yet (be nice to have a property on Component to know if this is the case, maybe we can expose _startCalled)
3 Months Ago
storage building large progress
3 Months Ago
Invisible vending machine now checks for reserved6 flag on load. Should fix broken fishing village vendors without a server map wipe
3 Months Ago
Fix possible NRE's in SetVelocityFromRendererBones
3 Months Ago
Fix crosshair nre
3 Months Ago
Small refactor
3 Months Ago
Add Gizmo.CursorMoveDelta , CursorDragDelta If we move the mouse while pressing a GameObject, clear it as pressed Move ObjectEditorTool to its own folder, to highlight that it's self contained Feed ToolManager to current SceneCamera when updating GameObject.GetBounds() returns a 1x1x1 square on the transform if no ModelRenderer's are found Add Gizmo.Draw.ScreenRect Cache ControlWidget type lookup Add GameObject.HasGimzoHandle (this is gonna change at some point) Get rid of this EntityPrefabEditor namespace Add Rect.FromPoints Add Frustum.FromCorners Add SceneCamera.GetFrustum( rect ) Refactor Gizmo.Pressed Move object selection to EditorTool Remove Scene.HasUnsavedChanges
3 Months Ago
Merge main
3 Months Ago
Made a kill entity trigger. Should swap over cargo/bradley/vendor for performance
3 Months Ago
Fixed usp sd
3 Months Ago
main -> release
3 Months Ago
Hook up decoy_grenade_active to decoy, parent fx to the grenade
3 Months Ago
Clear scene's unsaved changes when clearing from editor session
3 Months Ago
added decoy_grenade_active vfx added vfx to decoy prefab adjusted muzzle on usp-sd
3 Months Ago
Support collision on terrain component https://files.facepunch.com/layla/1b0711b1/sbox-dev_o1zZIhIEEB.jpg
3 Months Ago
Fixed some NREs in scope, crosshair properly gets rid of itself when aiming
3 Months Ago
Updated Selection History editor tool
3 Months Ago
Make sure to run base grenade stuff for decoy
3 Months Ago
Added decoy grenade
3 Months Ago
TextRenderer remove Text2 test property
3 Months Ago
delay tweaks async SetRevealed cardtype panel shadows spawn cards at start validate card start positions umbrella telephone juggler, card MoveToPos
3 Months Ago
update client dash on load
3 Months Ago
shark not assuming non-vehicle mountables in water are inflatables
3 Months Ago
Range check bone gizmos, don't need to render ones far away
3 Months Ago
Clean up developer menu code, don't need to find a player like this, we already have it
3 Months Ago
Add kill concmd
3 Months Ago
Merge from main
3 Months Ago
- properly using water level for driving the physics - added protobuf definition - fuel display - simple audio - changed mount pose