243,682 Commits over 3,898 Days - 2.60cph!

6 Months Ago
OpenXR handle management tweaks (need to work on this a bit) Treat handles as pointers
6 Months Ago
Basic level loop
6 Months Ago
move unstuck.TestAndFix() back to where it was I moved this to see if it helped the sticking problem and thought it helped, but its better where it was
6 Months Ago
tutorial_videos
6 Months Ago
prefab updates
6 Months Ago
ball prefab update
6 Months Ago
update
6 Months Ago
Exit spawning, network tweaks
6 Months Ago
Update procedural.bones.scene Update procedural.bones.scene
6 Months Ago
Add GameObjectFlags.ProceduralBone Serialize GameObjectFlags, but selectively read them SkinnedModelRenderer sets bones directly, reads back procedural bones Make procedural bones a different color. allow toggling in inspector Download bones on main thread Try to avoid TransformChanged() getting called for each bone on animation When setting bind pose, also reset the animhelper Add SkinnedModelRenderer,ClearParameters Fix one frame without procedurals
6 Months Ago
Obtain system ID, create session Instance properties, destroy instance on shutdown, spin up debug messenger thru XR_EXT_debug_utils
6 Months Ago
vm sks anim tests, animator updated
6 Months Ago
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things Set skybox as global cubemap Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
6 Months Ago
Fixed broken machine
6 Months Ago
Update manifest
6 Months Ago
Setup vendors own type of vending machine rather than using weapons one Vendor now grabs reference to its own machine Force machine on map update Code cleanup
6 Months Ago
Fix armor scaling convars again so they scale the amount of "extra HP" armor provides (so they act different than damage scaling convars)
6 Months Ago
pooltable asset, textures and materials and balls
6 Months Ago
Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
6 Months Ago
Ensured travelling state and waiting state can move around seamlessly. Brakes state now dependent on travelling state
6 Months Ago
Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
6 Months Ago
Material tweaks Player / key / exit / treasure / enemy spawn points
6 Months Ago
Jiggle fixes
6 Months Ago
Vendor can now be stopped by a player gesture Used a state machine instead
6 Months Ago
TestParameterSource field and property support
6 Months Ago
wip
6 Months Ago
PageHero component, settings page design
6 Months Ago
Holdables, holders, throwing https://files.facepunch.com/ziks/2024-05-08/sbox-dev_FU4lcevVPQ.mp4
6 Months Ago
Setup sell orders properly Add targetting system
6 Months Ago
Added TestParameterSource attribute to allow dynamic parameter sources for tests
6 Months Ago
GetPrioritizedGrabPoint will prioritize the current grab point before evaluating hovered list
6 Months Ago
Codegen
6 Months Ago
Fixed up the USP's attachment points Crude version of ejecting casings when shooting, and when pulling slide back manually Should've fixed PostDeserialize error for mags
6 Months Ago
Add convars to scale damage by region (head, torso, legs) "Fix" existing armor convars to scale damage instead of armor (50% armor * 2 = 100% armor isn't useful)
6 Months Ago
EnumControlWidget: Use Title instead of Name in PaintControl
6 Months Ago
Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared More adjustments for screenspace shadowing, fix valid hit test always returning true
6 Months Ago
Fixes to restore some old and intended behavior, additional documentation
6 Months Ago
Change Matrix memory management to match Vector/Angle This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks. Hammer: Fixed "Point At" writing to "angles" instead of the selected KV Do not run animations on prop_prisoner_pod if its empty Apparently it has "high network usage". Do not fully disable the crosshair if player is dead This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default) Fixed a memory leak with serverlist.Query
6 Months Ago
Fixed the tables being flippable
6 Months Ago
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6 Months Ago
Fixed weird grabbing behavior
6 Months Ago
Vaulting sounds, WIP key
6 Months Ago
game-tile component css page header styles, social bar, game tile use textentry for chat party group & side nav tweaks
6 Months Ago
Added building pieces for TriggerInteractable Add big_button.vmdl_c, version of our button that has bones Added hover interaction type, doesn't require input at all (https://files.facepunch.com/devultj/1b0811b1/sbox.2024.05.08.12.02.09.mp4)
6 Months Ago
README: Link to docs, remove old docs, unrequired prerequisite
6 Months Ago
JiggleBone WIP
6 Months Ago
Vaulting https://files.facepunch.com/ziks/2024-05-08/sbox-dev_gXZCNR8dql.mp4
6 Months Ago
Final commit, time based fading
6 Months Ago
Add GameTransform.DisableProxy(), to disable the proxy in a scope. Create TransformProxyComponent, which allows components to override the transform of a GameObject in a non destructive way. Fix NRE in Component.Scene, Component.Transform
6 Months Ago
Add MovingTarget component Add BouncingTarget (same as MovingTarget, but flips distance when it reaches its destination) Added FlipUpTarget Add flip up target sound, docs