243,475 Commits over 3,898 Days - 2.60cph!

8 Months Ago
Add methods for fetching gyroscope and accelerometer readings from specific controllers
8 Months Ago
Suppress these warnings for now - there are legitimate reasons why we might not find these GOs
8 Months Ago
weapon anims wip
8 Months Ago
Asset inspector copy path uses RelativePath to stay consistent with asset browser copy path
8 Months Ago
Fixed MeleeWeaponAttack NRE
8 Months Ago
Check scientist target move distance is within a suitable distance from bradley
8 Months Ago
American truck models - Worked on AO - Fixed couple mirroring effects and stretching - Tuned down the dirt a notch - Tweaked the colliders
8 Months Ago
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8 Months Ago
fixed clipping issue
8 Months Ago
Map instance only creates skinned model renderer for props if the model has skinned meshes or morphs
8 Months Ago
Edit animgraph
8 Months Ago
Removed counter power consumption and active usage (for real this time) Increased max target number from 100 to 999
8 Months Ago
CanSeeTarget can now take a source position offset, used to check move points.
8 Months Ago
Added dev var for overriding player movement speed This doesn't work Set up animgraph to have upper body / lower body states, and full body takeover state
8 Months Ago
ao on tools
8 Months Ago
Add new_crackhead prefab that uses the new animator
8 Months Ago
moon pool crane texturing
8 Months Ago
door latches
8 Months Ago
Fixed some more missing components on the player (?)
8 Months Ago
Refactor
8 Months Ago
Add test for warnings in built-in projects Facepunch/sbox-issues#5223 Fix warning in AG editor Facepunch/sbox-issues#5223
8 Months Ago
AI playground scene
8 Months Ago
Fixed issues with player prefab (dunno where this came from)
8 Months Ago
Remove now unused LOS offset code
8 Months Ago
AIInformationZone LOS improvements for GetBestMovePointNear
8 Months Ago
enabled material setup on AC unit prop for testing
8 Months Ago
snow effect material config setup
8 Months Ago
snow effect material config
8 Months Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
8 Months Ago
made black screenbacks all flat geo
8 Months Ago
merge from material biome improvements
8 Months Ago
asset zoo prep for props review
8 Months Ago
Merge from main
8 Months Ago
Group jam page by not played, updated
8 Months Ago
Leaderboard backup, run #10419
8 Months Ago
Merge from harbor_tweaks_4_cargoship
8 Months Ago
Fix container doors getting deleted when moving onto cargo ship
8 Months Ago
Adjust docked cargo position for better container access
8 Months Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
8 Months Ago
Use Continuous Speculative
8 Months Ago
Wheel terrain FX, borrowed from cars for the moment
8 Months Ago
Bike physics + visual fixes
8 Months Ago
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace. Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
8 Months Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
8 Months Ago
merge from full_server_demos -> aux2
8 Months Ago
merge simple_upload -> full_server_demos
8 Months Ago
More stabilisation stuff
8 Months Ago
First pass on swing bridge functionality See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
8 Months Ago
Force update passthrough UI when switching between an input/output handle
8 Months Ago
Use async loading to load the menu+game+engine UI in parallel