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

46 Days Ago
Only show the creative mode text when a pending wire is active
46 Days Ago
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
46 Days Ago
Adjusted finishline Widemode for cameraintro Sort leaderboard correctly Hide items on platform runs Fix missing logo on intro Move to tutorial after intro Move map icons to /ui Update .sboxproj
46 Days Ago
Disable package tests that don't have code archives (garry.testbed, carsonk.voip_roulette)
46 Days Ago
Lets handle package startup errors a bit better, shutdown properly, popup an error
46 Days Ago
icreased grid resolution further
46 Days Ago
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
46 Days Ago
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46 Days Ago
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46 Days Ago
Added placeholder damage and damage script to catapult
46 Days Ago
Merge: from main Tests: none (big merge, going to fix any issues in follow up commits)
46 Days Ago
Bunch of compile fixes
46 Days Ago
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46 Days Ago
Report build errors
46 Days Ago
Remove rigidbodies from menu-main scene
46 Days Ago
decal component
46 Days Ago
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46 Days Ago
merge from teslacoil_tweaks
46 Days Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
46 Days Ago
Filter out .dll when downloading packages Compile and load code on package download
46 Days Ago
merge from main
46 Days Ago
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46 Days Ago
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46 Days Ago
Fixed battering ram door wheels culling, set to isDynamic
46 Days Ago
Merge from hackweek_car_radio
46 Days Ago
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
46 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
46 Days Ago
fixed entity bounds on ice sculpture
46 Days Ago
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46 Days Ago
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46 Days Ago
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46 Days Ago
meta changes on some collider meshes
46 Days Ago
manifest update
46 Days Ago
Committing walkway changes to switch branch
46 Days Ago
merge from wolf-sound-tweaks
46 Days Ago
Create ssao.scene Delete fluid simulation, this isn't going to work
46 Days Ago
Add nav_blocker tag
46 Days Ago
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46 Days Ago
roof conditionals colliders and then some
46 Days Ago
Re-enable deployment checks
46 Days Ago
Fix issues with navmesh generation API Should also fix tests
46 Days Ago
Leaderboard backup, run #15677
46 Days Ago
Shader rebuild process (#1713) * Add * option to vfxcompile * Delete older shader build scripts * Remove cs_surface_interactions * Always output combo count if it's over 1000 * Strip some lesser used stuff from spritecard to get the compile time/size under control * Build shaders as part of ci, so they can't be out of date (we should still manually build and commit though!)
46 Days Ago
Merge from io_infinite_power
46 Days Ago
ioentity.infinitepower is now replicated Added a warning to the IO entity info panel when looking at an IO entity if infinite power is enabled
46 Days Ago
Merge from io_infinite_power
46 Days Ago
None compile fix
46 Days Ago
Added IOEntity.infinitepower Powers all player placed electrical IO entities on a server when enabled without needing power sources Likely has some per entity edge cases, already fixes electric furnaces
46 Days Ago
balance adjust menu, zombie elite, etc hp regen floaters
46 Days Ago
Weapon_case Missile Case WIP texture asset, uploaded for world placement and decoration