243,702 Commits over 3,898 Days - 2.60cph!

8 Months Ago
Show "0%" gather instead of hiding the UI to make it easier to compare gather of different tools Hide gather if the tool / weapon can't gather anything at all
8 Months Ago
Move primitive builders to Editor.MeshEditor
8 Months Ago
Add units to ammo info panel Move spread below other ammo stats so it's easier to compare ammo types Add m/s as a unit
8 Months Ago
Change aimcone slider scale from 0-4, reverse slider direction Save info panels as disabled
8 Months Ago
added chainlink_fence_b + artdev developments
8 Months Ago
Fix slider range being 0-1 instead of 0-100
8 Months Ago
Fix weapon gather effiency not multiplying by 100 Fix weapon attack speed being 1 decimal point instead of 2
8 Months Ago
Refactor previous code changes to be configurable in the prefab - can now switch between meters, seconds, degrees or percent in ui prefab - can configure decimal point override Split display of weapon mod "Accuracy" info into Aimcone, Hip Aimcone & Sway
8 Months Ago
SteamAudio traces happen in c#, tweak reflection settings, tweak transmission settings
8 Months Ago
Citizen - Mascot Skin New Mascot Skin with colour variations
8 Months Ago
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8 Months Ago
Show melee range as "-0.25m" or "+1.1m" instead of "1.5m" - probably going to change it to percentage instead Remove bar from attack range Fix melee attack speed bar going right to left
8 Months Ago
Remove all references of OpiumSoundEvent, won't be needed
8 Months Ago
Missed unsaved .cs file
8 Months Ago
Hook up separate viewmodel camera, hook up independent fov settings https://files.facepunch.com/tony/1b0211b1/sbox-dev_t3Xve3ReGZ.mp4
8 Months Ago
Change Fire Rate & Attack Rate from "450" -> 0.13s - renamed attack rate -> attack speed for melee weapons Change Gather from "30" -> 80% - don't show gather speed, only show gather efficiency % Change Accuracy from "4" -> "0.2° - 1.8°" - shows min & max aimcone value based on recoil - old value only took into account the bullet's accuracy, not the weapon's accuracy Add meters on the end of range (450 -> 450m)
8 Months Ago
Fix not being able to open the player prefab
8 Months Ago
Tweak upload paths Skip non public packages in charts Add some more material and model categories Remove contest package type, which we turned out not to need Update manifest upload path Tweak image upload path
8 Months Ago
Leaderboard backup, run #10012
8 Months Ago
Add upload queue for demos Rate limit the uploads to avoid saturating server's bandwidth
8 Months Ago
Added BP icon if a BP is being sold Fixed bug causing BP to be added to both selling and currency tooltip
8 Months Ago
Fixed boat vendor again - I could've sworn I've fixed this 3 times already
8 Months Ago
Fixed bug causing RustText to not be enabled on listings taken from pool Market terminal no longer allocates to allow clusters to be clicked
8 Months Ago
tutorial end cinematic audio tweaks
8 Months Ago
Large Furnace: Nudged bounce light distance down a tiny fraction to fix a little ground bleed.
8 Months Ago
Disable audio reflective until I can fix it (snd_steamaudio_num_bounces 16 to enable)
8 Months Ago
Fixed merge fuckery in flare material.
8 Months Ago
Mixing thread locks the c++ sound mutex when mixing
8 Months Ago
Tweak audio sample function so we can find out why it's crashing
8 Months Ago
Also include changeset & hostname for debugging
8 Months Ago
Include network protocol in demo header
8 Months Ago
viewmodel foregrip attachments added https://files.facepunch.com/rickgreeve/Screenshot_1.jpg https://files.facepunch.com/rickgreeve/Screenshot_2.jpg
8 Months Ago
Fix sound system going silent after playing local sound in the middle of your ears
8 Months Ago
Disable error reporting in test mode Fix NRE in SoundPointComponent when SoundEvent is null
8 Months Ago
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8 Months Ago
Merge from main -> full_server_demos
8 Months Ago
Fix not using FreeList() when adding proper pooling
8 Months Ago
Fix mixing thread crash
8 Months Ago
merge main -> analytics_pooling_refactor
8 Months Ago
Fix ShaderGraph input editor width regression https://files.facepunch.com/ziks/2024-03-01/sbox-dev_zPHxuj7Wy8.png
8 Months Ago
TTT: Code clean ups (Community Pull Request) Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
8 Months Ago
Fixed GraphView.SelectionBox
8 Months Ago
Component editor
8 Months Ago
TypeLibrary.GetType( name, baseType ) To compliment GetType<T>( name ) Component.JsonRead: don't ignore component_type Fixes some of the bugs that #1449 will fully solve
8 Months Ago
TTT: Use new game.CleanUpMap argument
8 Months Ago
TTT: Code clean ups (Community Pull Request) Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
8 Months Ago
TTT: Fixed can_rag_pin_inno overwriting can_rag_pin in Magneto Stick (Community Contribution) Fixed func_breakable_surf crashes on spawn Added a warning when C_OP_WorldCollideConstraint gets insane values Fixed regression with nextbot pathfinding involving ladders Rookie mistake Fixed certain brushes not having any collisions on maps Better refcounting for model decal materials Clicking in the Paint tool UI will always bring up the paint tool Precache physgun materials Let's try releasing decal materials (and textures) on map shutdown Do not look for awesomium_process.exe on linux Reload default decals after clearing the entire list Added gmod_sneak_attack to disable HL2 sneak attack system Defaults to enabled naturally GM:PropBreak uses attacker, not inflictor for the player GM:PropBreak checks for physics attacker Prop physics damage tries to set correct attacker Owned combine ball (AR2) breaking a crate now has the correct attacker TTT: Code clean ups (Community Pull Request) Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
8 Months Ago
Performance now shows the max, instead of the average Tweak steamaudio reflection settings to tide people over until I move it to a background thread
8 Months Ago
Fixed text of game_text being cut off if too long Use string.StartsWith over StartWith Fixed regression with duplicated NPC being forced to drop to the ground Whip out Paint tool when selecting a decal Prevent errors with IconEditor and DAdjustableModelPanel with no entity Fixed problem counter not updating when problems are fired too early Adjustments to fallback main menu Enable asset:// for loading screens Fixed a bug with markup library Allow constraint.Keepupright on more entities Fixed a regression with Entity:NetworkVar Minor cleanups Added DMenuOption radio setting Fixed DMenuOption:SetChecked not calling OnChecked Read-Only file problem handling Allow right clicking in Bodygroup/Skin entity properties CreationMenu validates the panel it wants to parent to Workarounds around game.CleanUpMap() due to bad addons
8 Months Ago
Fixed regression with nextbot pathfinding involving ladders Rookie mistake Fixed certain brushes not having any collisions on maps Better refcounting for model decal materials Clicking in the Paint tool UI will always bring up the paint tool Precache physgun materials Let's try releasing decal materials (and textures) on map shutdown Do not look for awesomium_process.exe on linux Reload default decals after clearing the entire list Added gmod_sneak_attack to disable HL2 sneak attack system Defaults to enabled naturally GM:PropBreak uses attacker, not inflictor for the player GM:PropBreak checks for physics attacker Prop physics damage tries to set correct attacker Owned combine ball (AR2) breaking a crate now has the correct attacker