249,480 Commits over 3,959 Days - 2.63cph!

5 Months Ago
Get rid of log
5 Months Ago
Style the slots a little bit
5 Months Ago
Projectiles damage voxel world too
5 Months Ago
smg icon
5 Months Ago
added meshcull (15m) to seaweedplane prefab, tweaked max salmon size down to 3 from 4, divesite_e more foliage
5 Months Ago
WIP inventory item interaction
5 Months Ago
Make sure neighbouring chunks are marked dirty on voxel edit
5 Months Ago
Update SMG.prefab smg prefab updated with gun
5 Months Ago
Backpack pelt constraints
5 Months Ago
assault rifle changes
5 Months Ago
Update collision shape on voxel remove
5 Months Ago
Voxel removal fixes
5 Months Ago
WIP voxel mining
5 Months Ago
Implemented MoveSpeed modifier type. Added Dart as new ModifierSource type.
5 Months Ago
Updated model Updated backpack settings
5 Months Ago
replaced more expensive OverlapSphere->bool check only ridable horse was making with CheckSphere - removed Physics.OverlapSphere with bool return, we have CheckSphere for that
5 Months Ago
Merge main -> Hackweek-Meals. Had to stomp a few changes, mainly UI.Ingame.LootPanels - need to re-do.
5 Months Ago
Update assault_rifle_color.png
5 Months Ago
texture change assault rifle
5 Months Ago
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5 Months Ago
Update: Annmotating ServerCacheQuery to track GC allocs Should've done it at the start but ah well. This also revealed that Task.Delay doesn't seem to be doing much - worth investigating further. Tests: took a recording during server list refresh - no errors and could see the samples displayed.
5 Months Ago
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5 Months Ago
assault rifle textures
5 Months Ago
Added the biro dart model as the placeholder model for bone dart. Setup dart prefab and world model.
5 Months Ago
metal pile and fragment Merge branch 'main' of sbox-hc2
5 Months Ago
Expose VoxelRenderer.Size, just so we can play with the size in-editor Increase map size, replace water with a colored plane for now
5 Months Ago
vintage wallpapers update updated materials to spec/gloss
5 Months Ago
rock update and rock fragment
5 Months Ago
Added right arm support
5 Months Ago
Now covers all spine bones
5 Months Ago
Leaderboard backup, run #13183
5 Months Ago
First full loop of an editable pose offset with that pose offset being applied at runtime Only affects Spine1 right now, needs more refactoring
5 Months Ago
First pass on runtime component, still not functional
5 Months Ago
Merge from analytics_event_record_overloads -> main
5 Months Ago
Citizen/animgraph: tweaked the upper body lean layer poses to account for the change to model-space additive compositing
5 Months Ago
Tests showed missing ushort overload
5 Months Ago
Expand tests to cover all overloads of EventRecord.AddField()
5 Months Ago
Add overloads without any key for CSV
5 Months Ago
Final'ish attack prefab, but IK script is still screwing it.
5 Months Ago
Merge main -> TrainDecouplingImprovements
5 Months Ago
Change existing overloads for BasePlayer, BaseEntity, etc to use the new 2 string key overloads instead of new EventRecordField(key1,key2)
5 Months Ago
New PlayerSyncCycle method in BaseMountable sets the player position.
5 Months Ago
Fixes
5 Months Ago
GameTIp error refactoring Pulled the overlay parameter out of the command and added GameTip.SetAsOverlay instead Removed ShowErrorToast, we now use ShowToast(GameTip.Styles.Error, ...) Updated all occurences
5 Months Ago
Add a bunch of overloads that take two keys and concat them later with zstring instead of having to manually add new EventRecordField( key1, key2 )
5 Months Ago
Attack FX
5 Months Ago
Merge from gizmo_light_occludee_nre
5 Months Ago
Fix NRE when gizmos are enabled from LightOccludee.cs
5 Months Ago
More aim fixes
5 Months Ago
Old cam save delete