257,697 Commits over 4,049 Days - 2.65cph!

4 Years Ago
Merge from main
4 Years Ago
Prefab updates
4 Years Ago
Tidying up depth prepass etc.
4 Years Ago
Fixed ragdoll death velocity
4 Years Ago
Fixed assets not always propertly hotloading Added PostReload to SoundEvent Surface.DoBulletImpact does impact sound Bullet impact sounds
4 Years Ago
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4 Years Ago
codegen + phrases check
4 Years Ago
Add volume_atten to soundstack Entity EmitSound takes position and volume Stripping a ton of unused anim events Added ModelEntity.OnAnimEventFootstep Added Host.Color Added Footsteps to surface Added Surface.DoFootstep Some citizen footstep anim events Undebug overlay
4 Years Ago
Added Entity.Transform, PhysBody.Transform Added Transform.PointToLocal, PointToWorld, NormalToLocal, NormalToWorld Vector3 equals uses IsNearlyEqual Removed PhysBody.WorldToLocal, LocalToWorld (should all use Transform now)
4 Years Ago
Added float.AlmostEqual Rotation equals uses almostequal Transform.ToLocal( transform child ) & ToWorld Added Transform unit tests Fix unit tests Merge branch 'master' of sbox
4 Years Ago
Use Core Post_Process.vfx code instead of the one from HLVR
4 Years Ago
Fix wack fisheye lens appearing
4 Years Ago
Fix double shotgun grip mesh appearing and causing z fighting if the shotgun has no skin applied (only applied to viewmodels, worldmodels will still have issue)
4 Years Ago
Unsaved change
4 Years Ago
Fix mace not being throwable if player presses throw key while the VM is in idle (transition was too long, was skipping events)
4 Years Ago
Map clusters (sleeping bags/vending machines) ignore Y difference when clustering
4 Years Ago
Add DisableSolidContact and DisableTraceQuery to PhysicsShape instead of exposing RemoveCollisionFunctionMask directly
4 Years Ago
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4 Years Ago
Disable solid collisions on welded prop so things attached with constraints wont collide with it
4 Years Ago
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4 Years Ago
Detect when balloon attachment breaks so rope can stop rendering
4 Years Ago
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4 Years Ago
Scale physgun rotation by delta time
4 Years Ago
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4 Years Ago
Backup
4 Years Ago
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4 Years Ago
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4 Years Ago
Fixed floating point issue with roads causing them to washboard Fixed some sewer entrances being cluttered with rocks
4 Years Ago
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4 Years Ago
softcore reclaim backpack
4 Years Ago
cleanup remove shouldEnterBuyPhase gather effect createArrayFromRange, shuffleArray renaming more player vars
4 Years Ago
Fix skin picker snapping to the left any time a refresh is called (only resets to the left if the blueprint changes or a skin is selected)
4 Years Ago
Revert to tracing welded childrens original collision shape so traces work as normal on client
4 Years Ago
Praise the lord it runs again
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Traces uses entity from shape if it's valid
4 Years Ago
Splat clearing texture bug fixery
4 Years Ago
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4 Years Ago
Resurrected World Setup
4 Years Ago
reworked the stop_transition_tunnel piece and prefab to rely on the new meshes and minimize its size added stairwell_top piece, refined corridor pieces further
4 Years Ago
BulletSystem useRawDeltaTime support BulletSystem noCollisionLeniency support Updated Facepunch.ExpressionStrings Some BulletSystem expression generation cleanup, player support
4 Years Ago
Tidyup convar / opt out usage.
4 Years Ago
Fixed TypeToString(typeof(void)) Fixed not being able to Whitelist structs Added optional allowInInherited bool to IParameterCollection.Set Added support for simple constructors for structs
4 Years Ago
Oops, shape entity needs to be set to child entity, not the root entity
4 Years Ago
Add entity ref to cloned shape instead of having a physics body proxy, traces to a welded child hits the root object