249,492 Commits over 3,959 Days - 2.63cph!

7 Months Ago
merge from invisibleplayers_fix
7 Months Ago
merge from bradleyvisual_merge
7 Months Ago
How did this get here
7 Months Ago
Show gamemode title in scoreboard
7 Months Ago
Add separate 5v5 defuse gamemode for competitive rules, other one is just casual 10v10
7 Months Ago
Add damage taken post processing
7 Months Ago
Punish players for crouching too much
7 Months Ago
Turn occlusion for door sounds, door itself doesn't block sounds
7 Months Ago
Cap team sizes for defuse to 5
7 Months Ago
Track original owner of weapon, show it in the weapon row
7 Months Ago
Burst upgrade 1.8.13 -> 1.8.15
7 Months Ago
7 Months Ago
merge from electricalheater_fix
7 Months Ago
merge from wire_slacking
7 Months Ago
Expose falloff curve for explosion damage
7 Months Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end
7 Months Ago
Add facepunch.libevents library Use libevents for damage / kill events
7 Months Ago
Fix GameEvent.GetImplementation<T>
7 Months Ago
backup storage building large
7 Months Ago
Fixed electrical heater not deployable on armored wall hard side
7 Months Ago
Citizen/animgraph: improved scale_height parameter (see commit comments) • tweaked input poses, especially the tall one (5% less legs, 5% more torso & arms) • tweaked stride scaling: from 0,1,2 to -1,1,3 (this lets short characters cover much more ground, and helps prevent IK pops on tall characters) • added a new weighted constraint to the procedural neck_clothing bone so that it won't flip anymore on extremely short characters (with e.g. jumpsuit outfit) • scaling your height is now bouncy because it looks fun: https://files.facepunch.com/maxlebled/1b1111b1/sbox-dev_2024-06-11_11-58-31.mp4
7 Months Ago
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7 Months Ago
player update. shovel entity updated so the shovel is held correctly on 3p animations
7 Months Ago
Add kill sound
7 Months Ago
mid updates
7 Months Ago
fix client defines
7 Months Ago
Fix headshot effects originating from the attacking player instead of the victim
7 Months Ago
vm handcuffs - added hit anim - udpated animator - added anim events to attacks - organised folder - added effects folder & effects for events
7 Months Ago
Switch to BaseMelee
7 Months Ago
EquipmentDropper can drop everything that isn't melee, and isn't part of the default loadout
7 Months Ago
Update title
7 Months Ago
Update README.md
7 Months Ago
reworked shed support beam UVs for new texture
7 Months Ago
disabled animation on dpv
7 Months Ago
Added attack_hit_kidnapper (temp duplicate) and assigned in controller.
7 Months Ago
Trigger attack VM
7 Months Ago
Better respawn Reset tutorial on restart Respawn hint during tutorial
7 Months Ago
Don't bother passing sender to event handlers Documentation
7 Months Ago
fixed small gc alloc
7 Months Ago
updated vm handuffs animator to work with baseMelee setup
7 Months Ago
Added an edge sharpening for blur (preserves edge) conttol ditto
7 Months Ago
merge from main
7 Months Ago
Merge from main
7 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
7 Months Ago
Server compile fix
7 Months Ago
merge from snow_effects_roll_back_and_meshLOD_conversion
7 Months Ago
Global S2P with HLOD
7 Months Ago
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7 Months Ago
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene) Went through each monument looking for stragglers, some notable finds: -the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD -converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
7 Months Ago
Fixed sidecar bike pulling to the right