249,466 Commits over 3,959 Days - 2.63cph!

45 Days Ago
Don't perform round loop spawner if we're the editor
45 Days Ago
Arena one map
45 Days Ago
Update: PerfFwkManager can switch scenes - Done via a basic command interpreter (same as ConsoleSystem, just supporting coroutines) - renamed PerfFwk.IsReady to IsDone Tests: ran the LoadProcTest - asserts validated the switch is done, but no proc gen happening yet
45 Days Ago
Phase sounds
45 Days Ago
merge from main
45 Days Ago
Fixed HUD colors
45 Days Ago
UI styling
45 Days Ago
Use spine3 twice in spinebone list (temp solution for spineIK errors)
45 Days Ago
Docs, player HP, fixed round_loop prefab having two combat managers
45 Days Ago
better gibs and saved better icon position
45 Days Ago
player_model prefab work
46 Days Ago
Define OnPlayerSpawned - create PlayerSpawning component, which looks for an unoccupied spawn point
46 Days Ago
Remove now uneeded sound defs.
46 Days Ago
Start prep phase when enough players join Flow into combat
46 Days Ago
Fix double ifdef
46 Days Ago
Optimize by caching GJK simplexes when rasterizing obstacles
46 Days Ago
Refactor to remove duplication.
46 Days Ago
Show player count and required player count
46 Days Ago
Effects
46 Days Ago
vpk
46 Days Ago
Forgot to delete this
46 Days Ago
Update .gitattributes
46 Days Ago
Test arena map
46 Days Ago
Round UI, scene camera
46 Days Ago
More minor cleanups Check allocated edict count before allocating more this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
46 Days Ago
Show building blocked message in upgrade menu.
46 Days Ago
Event decides where player spawns Use a scene tag to define if a scene is an arena, create prefab instead of holding stuff in each scene
46 Days Ago
Give box collider support to trigger radiation: - Ensured modding radiation cubes work - Applied Cube Prefabs
46 Days Ago
Fixed SceneInformation not saving SceneTags metadata
46 Days Ago
merge ice_sculpture -> main
46 Days Ago
updated ice sculpture icon - updated render scene as it needs custom tweaking to get an icon rendered
46 Days Ago
Don't spawn the player until we hit combat phase, kill local player if we exit combat phase
46 Days Ago
Catapult projectiles cleanup
46 Days Ago
Added new ballista bolt items
46 Days Ago
Compile fix
46 Days Ago
ice sculpture pedestal gibs first pass
46 Days Ago
Ammo in hud
46 Days Ago
re-baked construction guide mesh
46 Days Ago
Fixed multiplayer
46 Days Ago
update deployment bounds
46 Days Ago
Layer exclusions when upgrading
46 Days Ago
mesh collision for ice sculpture pedestal
46 Days Ago
Base hud, fetch scene camera in-world instead of having one on the player, weapon is placed manually in PreRender
46 Days Ago
Experiment with arbitrary physics shapes as navmesh obstacles Performance is not good, needs more optimization to be viable. https://files.facepunch.com/lolleko/1b2611b1/sbox-dev_i7IaHMmjKv.mp4
46 Days Ago
merge from main
46 Days Ago
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46 Days Ago
Ignore triggers in NavMesh Generation
46 Days Ago
Update: Executing deferred command and waiting for it's execution - also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot) Using it to pass control for the actual testing top the game assembly Tests: Ran LoadProcTest, it passed
46 Days Ago
lods and meshlod setup
46 Days Ago
Update SceneObject tags of Sprites and Tilesets