249,481 Commits over 3,959 Days - 2.63cph!

7 Months Ago
Codegen. Ready to go
7 Months Ago
Added quick death to get on AUX.
7 Months Ago
Fixed roads being picked up as a spawn check Added some convars to customise behaviour
7 Months Ago
When deserializing a GameObject create components in a try/catch and log an error if it fails. If no component could be created, add a missing component. Fixes not being able to open a prefab if there's an error in the constructor of a component. Closes Facepunch/sbox-issues#4397
7 Months Ago
More map set up
7 Months Ago
Scene 2 Prefab all
7 Months Ago
Vendor spawn event will now check a bunch of spawn positions before selecting appropriate one. This prevents vendor from spawning on top of anything.
7 Months Ago
Add Package.FileSize (MB) ( Closes Facepunch/sbox-issues#4908 )
7 Months Ago
merge from main
7 Months Ago
tweaked collider of oilrig crane cabin
7 Months Ago
Fix radio NRE when no team is assigned, no radio when dead
7 Months Ago
bunch of material overrides fixes
7 Months Ago
Iterate on spread, all weapons have a spread when not aiming down the sights, ADS crushes that spread
7 Months Ago
Fixed broken top turrets
7 Months Ago
Forgot to change these, oops
7 Months Ago
Merge from qol_industrial_conveyor_filter
7 Months Ago
Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes
7 Months Ago
Add openxr_loader pdb and dll
7 Months Ago
Map progress
7 Months Ago
Acceleration gets dampened heavily when you take damage, or fall from a large height
7 Months Ago
v_mp5: reworked sprint group logic, greatly simplified it while solving remaining problems + made additive transitions work with tag-triggered transitions again + additive transitions are weakened to 20% while in ironsights
7 Months Ago
Properly enable/disable drone camera (and listener) on possession events
7 Months Ago
watersystem handles casts made from underwater properly - no false positives when slightly underwater - able to get a positive result when looking at the surface from underwater
7 Months Ago
Unicycle map progress
7 Months Ago
Merge from cuffs_and_hood
7 Months Ago
Don't allow items to be drag swapped onto locked cuffs
7 Months Ago
Don't play death sounds for deaths that aren't a player
7 Months Ago
Spawn the drone infront of the player instead of at world origin
7 Months Ago
merge from main
7 Months Ago
Use invis tag for the drone when it gets killed
7 Months Ago
Half the spin speed of the drone's turbines
7 Months Ago
Remove MinimapIconType, IMinimapIcon.IconType, add IMinimapIcon.IconPath, IMinimapIcon.IconOrder
7 Months Ago
Handcuffed move item fix
7 Months Ago
Improve monument/blend map for radtown to ease road in/out Raised the terrain slightly to compensate for the road digging effect
7 Months Ago
IMinimapElement.IsVisible passes through IPawn, drone visible on minimap for teammates
7 Months Ago
Ignore packets from non-host until we're fully connected ( Fixes Facepunch/sbox-issues#1595 )
7 Months Ago
Add flag helpers to ModifyDamageEvent Add chest/head damage dev commands
7 Months Ago
merge from NewTickConvars
7 Months Ago
Update player marker panel logic, display localplayer's nametag if we're not viewing from the localplayer (good for drone)
7 Months Ago
codegen
7 Months Ago
Split Armor out into its own component, hook early into ModifyDamageEvent, renamed GetPlayerName to DisplayName (now on IPawn), drone is killable
7 Months Ago
Fixed sprint being slower than regular walk
7 Months Ago
Fix a couple of leftover NREs
7 Months Ago
Merge from main
7 Months Ago
Merge from monument_scenes -> aux2
7 Months Ago
Don't run DetachMonumentChildren when monuments are in their own scenes
7 Months Ago
main -> NewTickConvars
7 Months Ago
First pass on a section in the options menu to customise gesture wheels Can now set any gesture to any slot on both wheels
7 Months Ago
Merge from main
7 Months Ago
Add a small cache on Timings.Get Extra checks in ByteStream Where possible, cache DelegateFunctionPointer instead of calling GetFunctionPointerForDelegate every time Completely avoid DelegateFunctionPointer.Get in PhysicsTrace