243,079 Commits over 3,898 Days - 2.60cph!

7 Months Ago
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7 Months Ago
compile fix
7 Months Ago
merge from fix_floor_debris
7 Months Ago
Increase animal ground pos distance check range
7 Months Ago
Enabled snapping on all neon signs Slightly reduced the bounds of the large versions to make sure they can be aligned without any gaps
7 Months Ago
merge from electricity_power_fixes/2
7 Months Ago
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7 Months Ago
merge from ping_estimate_cleanup
7 Months Ago
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7 Months Ago
merge from vis_entities_duplicates
7 Months Ago
merge from cargo_junkpile_fix
7 Months Ago
cherrypicking wr_minigun_reload_fix
7 Months Ago
Fixed Sound Light guide mesh position mismatch
7 Months Ago
Enabled snapping on CCTV cameras
7 Months Ago
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7 Months Ago
player update. bolt rifle anim set edits and holster position edited
7 Months Ago
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7 Months Ago
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7 Months Ago
Merge
7 Months Ago
Latest changes to scene and materials
7 Months Ago
Render stats analytics, so we can work out whether our optimizations are working
7 Months Ago
Stats properly count shadowed lights again, add shadow map count too Expose scenesystem stats to c# Main stats we want
7 Months Ago
updated scene
7 Months Ago
fully greyboxed storage warehouse and storage building large
7 Months Ago
Put edge smoothing data in a new data stream to avoid old data not being able to load
7 Months Ago
Leaderboard backup, run #10996
7 Months Ago
Use buttons for edge smoothing like hammer, enum doesn't have multi edit support yet
7 Months Ago
Add smoothing angle to mesh component Edges can be hard, soft or default, smoothing angles are used for default
7 Months Ago
Add debris spawn points to floor prefabs (triangle, square, floor frames)
7 Months Ago
Support spawning multiple debris objects for floors (one on each side)
7 Months Ago
Smooth vertex normals based on edge smoothing
7 Months Ago
Possibly fixed editor based player inventory loadouts not getting included in builds (now derives from BaseScriptableObject which should get picked up in our asset bundle builds)
7 Months Ago
Switch using GetConnectionsWithin in IndustrialConveyor ReceiveItemTransferDetails RPC to a new GetCloseConnections method that iterates over the subscribers of the local network group instead of all of the players on the server
7 Months Ago
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7 Months Ago
Added root bones to playing cards viewmodel, fixes viewmodel renderer not working Set up EffectParents for UI elements
7 Months Ago
Truck models progress
7 Months Ago
Toolgun viewmodel now uses viewmodel camera, UI is setup as an effect parent
7 Months Ago
Update Cache process on vms_missing_renderer_scripts to automatically consider any materials using the hair shader as a transparent pass
7 Months Ago
Fixed dying during harvest mission objectives in the tutorial resulting in pings appearing for completed objectives after respawning
7 Months Ago
Change default value of BasePlayer.filterSpectateMapTeamID to -1 so it shows the team of the currently spectated player by default (setting this value to 0 will show all teams if global.toggleSpectateTeamInfo is true, not usually useful on live servers)
7 Months Ago
Fixed shotgun traps going off once if an authed player was in front of them when a TC is reskinned
7 Months Ago
Fix CreateEditorFor throwing for array on some types, should be using EditorTypeLibrary
7 Months Ago
Simple edge bridge, connect a face from two open edges of the same mesh https://files.facepunch.com/layla/1b1111b1/sbox-dev_zqhIWcX3As.mp4
7 Months Ago
initial 3p setup, rigged worldmodel, set up override controller and entity prefab
7 Months Ago
center pivots on track models Merge branch 'main' of sbox-unicycle-frenzy
7 Months Ago
Surface friction
7 Months Ago
blockin models for a track tileset
7 Months Ago
Added FaceTargetChaseDistance to BaseNavigator. Added random point functionality. Test chase behaviour change. AI design changes.
7 Months Ago
Fixed piece of shit water system returning incorrect trace hit position when underwater, causing incorrect water hits while inside water carving volumes
7 Months Ago
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