251,978 Commits over 3,959 Days - 2.65cph!

10 Months Ago
Tap fire weapon Remove secondary fire Recoil effect Test burst fire secondary
10 Months Ago
Merge from unity_2022.3.24
10 Months Ago
OnParentChanging velocity adjustment is skipped on kinematic rigidbodies to fix: "Setting linear velocity of a kinematic body is not supported."
10 Months Ago
Replaced RenderSettings.customReflection with ReflectionProbe.defaultTexture
10 Months Ago
Compile fix
10 Months Ago
10 Months Ago
dev material for blockin track pieces
10 Months Ago
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10 Months Ago
Organize ui files a bit Remove unused Fix font Basic menu nav & pages
10 Months Ago
Fix for workshop normal issue
10 Months Ago
Clean this code up a bit When loading assemblies, pre-resolve dependencies and load them in order This is probably wrong tbh. Should probably just be loading them all at once and letting it take care of it.
10 Months Ago
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10 Months Ago
more track pieces, name changes/organization
10 Months Ago
data/ conflicts with existing path, use export/ instead Load assembly, filesystem Copy base UI textures and fonts Cleanup Move standalone-specific stuff into StandaloneGameInstance
10 Months Ago
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10 Months Ago
Merge from unity_2022.3.24
10 Months Ago
Namespace fix
10 Months Ago
Merge from unity_2022.3.24
10 Months Ago
Fix menu glyph/input
10 Months Ago
Serialization fixes
10 Months Ago
Add ability to toggle between twinstick movement and face-velocity movement
10 Months Ago
Merge from unity_2022.3.24
10 Months Ago
Removing UnityEngine.Profiling.Memory.Experimental references
10 Months Ago
Don't start the game automatically when everyone's ready, let them press a button
10 Months Ago
Add boost thrusters to player
10 Months Ago
Make sure worker threads start when calling RunInThreadAsync( Action ) Log a warning if a task runs without yielding for more than 1s Facepunch/sbox-issues#4608
10 Months Ago
Cast shadows of non culled lights, not culled lights.. wtf? Only debug draw actual shadow casters, add spot light debug drawer
10 Months Ago
Override throttle for crash
10 Months Ago
Stopped heli death until spinout starts
10 Months Ago
player update. exported/set up 3p smg animations
10 Months Ago
Shield is continuous instead of toggle Use other speeder model Re-add ship exhaust FX (lost them somehow)
10 Months Ago
Add append shadergraph node Allow node result functions to spit out errors
10 Months Ago
Add shield effects
10 Months Ago
Fixed some bugs preventing spin out state after reaching monument position
10 Months Ago
Fixed ENT.PhysicsSounds defaulting to true Added physcannon_instant (defaults to 1) Exactly as it sounds, makes the gravity gun be able to be used instantly after switching to it, bypassing deploy animation (and sv_defaultdeplyspeed) This default value preserves the original HL2/GMod behavior Fixed normal combine soldiers with shotguns having their skin set to the shotgunner one Reset ammo types on map shutdown as well & Cleanups Remove more dead code Explicit default value to GetMemberBool because it is defaulting to true(??) Workaround animation event IDs on listen servers being set to "invalid" values
10 Months Ago
More ability set up
10 Months Ago
Make AssetInspector an InspectorWidget, fold multiple inspector into it which hadn't worked for a while Fixes Facepunch/sbox-issues#5372
10 Months Ago
merge from harmony2_3
10 Months Ago
Add particle to bullet projectile & player exhausts
10 Months Ago
Merge from non_los_chase
10 Months Ago
On death the patrol helicopter will now seek out a nearby monument to crash at
10 Months Ago
Increase max range of random positioning
10 Months Ago
Ignore max distance check for subsequent spawn waves
10 Months Ago
Add OnPlayerSpawned event Can reflect projectiles off shield components
10 Months Ago
Wip Menu
10 Months Ago
Unpair all door controllers when TC is destroyed
10 Months Ago
Door controllers are now deployable on doors like codelocks Added 3 new aux inputs: 'Open', 'Close' and 'Toggle' Various code cleanup, codegen
10 Months Ago
Add BaseNavigator properties for controlling the new navigation settings. Distribute chase ability between spawns. Prevent excessive pathing & los checks in a specific situation.
10 Months Ago
Use RangedFloat for ShieldComponent bounds, add twinstick_debug_shields Add twinstick_debug_health Hook up respawn if RespawnTime > 0, on respawn, move player to spawn using PlayerSpawner