243,039 Commits over 3,898 Days - 2.60cph!

7 Months Ago
Fixed ENT.PhysicsSounds defaulting to true Added physcannon_instant (defaults to 1) Exactly as it sounds, makes the gravity gun be able to be used instantly after switching to it, bypassing deploy animation (and sv_defaultdeplyspeed) This default value preserves the original HL2/GMod behavior Fixed normal combine soldiers with shotguns having their skin set to the shotgunner one Reset ammo types on map shutdown as well & Cleanups Remove more dead code Explicit default value to GetMemberBool because it is defaulting to true(??) Workaround animation event IDs on listen servers being set to "invalid" values
7 Months Ago
More ability set up
7 Months Ago
Make AssetInspector an InspectorWidget, fold multiple inspector into it which hadn't worked for a while Fixes Facepunch/sbox-issues#5372
7 Months Ago
merge from harmony2_3
7 Months Ago
Add particle to bullet projectile & player exhausts
7 Months Ago
Merge from non_los_chase
7 Months Ago
On death the patrol helicopter will now seek out a nearby monument to crash at
7 Months Ago
Increase max range of random positioning
7 Months Ago
Ignore max distance check for subsequent spawn waves
7 Months Ago
Add OnPlayerSpawned event Can reflect projectiles off shield components
7 Months Ago
Wip Menu
7 Months Ago
Unpair all door controllers when TC is destroyed
7 Months Ago
Door controllers are now deployable on doors like codelocks Added 3 new aux inputs: 'Open', 'Close' and 'Toggle' Various code cleanup, codegen
7 Months Ago
Add BaseNavigator properties for controlling the new navigation settings. Distribute chase ability between spawns. Prevent excessive pathing & los checks in a specific situation.
7 Months Ago
Use RangedFloat for ShieldComponent bounds, add twinstick_debug_shields Add twinstick_debug_health Hook up respawn if RespawnTime > 0, on respawn, move player to spawn using PlayerSpawner
7 Months Ago
Add some Actions to ShieldComponent
7 Months Ago
Add basic damage system, IDamageListener Add ShieldComponent, reject damage if shield is active
7 Months Ago
Fixed left trigger actions never being found
7 Months Ago
more splats/terrain tweaks window size tweaks to facilitate jumping through in workers house missing temporary collisions on carport
7 Months Ago
Fix map entities not being respawned on server restart due to getting a network ID but spawning being skipped (aka oil rig radiation entities)
7 Months Ago
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
7 Months Ago
ActionGraph editor tabs (Facepunch/sbox-issues#4491) Error list now shows messages from all open graphs https://files.facepunch.com/ziks/2024-04-16/sbox-dev_aRXgE6cHMs.mp4
7 Months Ago
adjust health bar ui
7 Months Ago
Effects have icons
7 Months Ago
AI stops when they hit a certain distance from the player
7 Months Ago
Spinout no longer tied to death state
7 Months Ago
AttackingState will try to shoot weapon items if AI has it Weapon items have an option for originating from its GameObject instead of the Camera
7 Months Ago
Build queue before copying (so we get compiled assemblies) Temp copy video.json (because I'm sick of it launching in fullscreen) Split out data dir and game data dir Don't need to save off absolute game data path, just use relative path Temp copy some more stuff
7 Months Ago
ActionGraph editor: View menu
7 Months Ago
AI: Clean up chase state, prep attack state
7 Months Ago
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7 Months Ago
Fix raising an existing ActionGraphView ActionGraph properties panel refactor
7 Months Ago
AI: remove stimulus system, look for closest player and navigate to them
7 Months Ago
Merge from unity_2022.3.24
7 Months Ago
Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Better ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Include gamecontrollerdb.txt in standalone build
7 Months Ago
more splats/terrain tweaks
7 Months Ago
Action graph editor layout fixes
7 Months Ago
Fix formatting
7 Months Ago
Don't show keycard in item scrapper Close button on item scrapper ui
7 Months Ago
Cull after, ensure move direct to last tx if query out of time but entries remaining
7 Months Ago
prefabed remaining of new building modular pieces, added temporary colliders accentuated dirt paths on terrain to make them come through in procmap rotated some doors for better flow in buildings lowered some windows for better peek while crouched
7 Months Ago
Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled
7 Months Ago
Coin Chest
7 Months Ago
Swapped weakspot pools over to using GetList
7 Months Ago
Fix Asset.CompileIfNeededAsync getting stuck Compile all non-existing and out-of-date assets on project startup Opening project progress gets reported to splash screen Bunch of resources that were out-dated Dead code
7 Months Ago
Minigun plus ammopack world model
7 Months Ago
Merge main
7 Months Ago
Meta files
7 Months Ago
Code changes
7 Months Ago
CurrentVersion, ProjectSettings