223,307 Commits over 3,684 Days - 2.53cph!

2 Days Ago
Scene ref gizmo: only use weak references to graph elements So references from deleted graphs will hide
2 Days Ago
Minor: Init variables used in IMaterial functions Unhide sv_maxunlag convar Minor adjustments to server browser filter UI You can now click the filter text to tick the checkboxes
2 Days Ago
Fixed industrial wall light snapping issues, debug origin was off
2 Days Ago
merge from client_server_fields
2 Days Ago
Prefer longer cliff segments
2 Days Ago
Custom tree for testing
2 Days Ago
Fix a bunch more mismatching
2 Days Ago
Update client server field finder tool to output even when there are no serialized fields found in the type, allows for more accurate messages when comparing
2 Days Ago
Fix crash when drag-dropping .sbproj into launcher
2 Days Ago
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2 Days Ago
Improved flow in rahouse large, adding an exit point in the corridor
2 Days Ago
PlaceCliffs has MinHeight and MaxHeight parameters to specifc terrain altitude range of certain cliff types
2 Days Ago
Chest can be free Door speed prefabs
2 Days Ago
Fixed default guide mesh orientation issues after rotating it
2 Days Ago
Use new BuildEvaluate directly from ActionGraph<T>
2 Days Ago
checkpoint hut, radtown gate greybox
2 Days Ago
Add some UI sounds, TimedDestroyComponent, destroy projectiles if Lifetime > 0
2 Days Ago
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2 Days Ago
Restore backward compat LerpTo
2 Days Ago
Merge from main
2 Days Ago
codegen
2 Days Ago
Moved GenerateCliffTopology slopeCutoff and splatCutoff to consts at the top of the file
2 Days Ago
Add shooting sound
2 Days Ago
Implemented "force the cliffs to spawn at the highest available Y position"
2 Days Ago
Use Time.Now
2 Days Ago
Fixed "cliff scaling doesn't always obey the min/max values"
2 Days Ago
Set player color based on player id, ready up will only scope input up to the max controller count
2 Days Ago
Some extra docs + let's call it Query to match the other class
2 Days Ago
Merged main into /electricity_power_fixes/2
2 Days Ago
Some cleanup
2 Days Ago
Test Clean up - use TransformInterpolate class Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. Fix to allow interp property to be set by GameObjectHeader Serialize the interpolation bool with GameObject Combination of fixed update interpolator and networked interpolation buffer. Working nicely
2 Days Ago
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
2 Days Ago
Expose game controller count to public API
2 Days Ago
Add CameraManager script that tries to keep all active players on the screen
2 Days Ago
ProceduralMapRoad spawns roadside monuments
2 Days Ago
PlaceMonumentsRoadside fixes & improvements
2 Days Ago
Removed the unrelated files plastic included in my previous commit for whatever reason.......
2 Days Ago
merge from mission_improvements_may_24
2 Days Ago
Moved functional code out of RPCs to facilitate testing, cleanup and naming Codegen
2 Days Ago
Redo BuildEvaluate
2 Days Ago
Scene reference debug view (Facepunch/sbox-issues#5161) (#1508)
2 Days Ago
Item Terminal Keycard item Keycard lock Door mover
2 Days Ago
merge from harbor_build_topology_fixes
2 Days Ago
Moved the connection/disconnection code out from the WireTool to IOEntity to reduce dependency
2 Days Ago
merge from oil_flames
2 Days Ago
merge from electricity_power_fixes/2
2 Days Ago
merge from editor_loadouts_build_fix
2 Days Ago
Checked in main
2 Days Ago
Ensured we don't get into orbit strafes with a parented player Further revisions to use player references rather than just raw positions