226,292 Commits over 3,714 Days - 2.54cph!

3 Days Ago
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3 Days Ago
merge from wiring_near_vehicles_fix
3 Days Ago
Swallow EscapePressed when returning to menu
3 Days Ago
Give ball and paddle suitable triggers
3 Days Ago
Refactor controller input, add InputState
3 Days Ago
merge from water-fog-scatter-strength
3 Days Ago
Don't run base input when locked
3 Days Ago
Bunch of work all around, code to plant a paddle and ball in the player's hands, start designing hold types
3 Days Ago
master house interior progress
3 Days Ago
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cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance
3 Days Ago
Rock iteration
3 Days Ago
Switch handcuffs to use BaseMelee
3 Days Ago
3 Days Ago
WrapTextureToSelection with shift-alt-rmb https://files.facepunch.com/layla/1b2011b1/sbox-dev_MA50eCo78d.mp4
3 Days Ago
Merge from main
3 Days Ago
DragAssetData.Parse: Resolve local asset before attempting to make it a package ident Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can now turn it off) Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now) Json.SerializeAsObject (GameResource serialization) supports [JsonInclude] on non public properties. Deserialization already supported it.
3 Days Ago
Add Hand, HandPreset system from Gunbuilder Create Player Prefab Create other needed prefabs (Ball, Paddle) Start designing player class Fixed barrier prefab being movable Start writing a bunch of code for holding objects w/ hands (based off Gunbuilder, goal of cleaning it up for a lib)
3 Days Ago
Re-added dryfire and attack states (for AK vm cam reset)
3 Days Ago
Change how escape button works, so it has a set path from game => menu -> tools Input.EscapePressed is no longer accumulated Input.EscapePressed has a setter, so you can prevent it doing further things Break game window focus in editor if escape is pressed
3 Days Ago
LR300 vm cam anim tweaks - reduced movement for deploys
3 Days Ago
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3 Days Ago
Re-applying 97361 changes after Plastic merge fuckery
3 Days Ago
Merged main into wiring_near_vehicles_fix
3 Days Ago
Get rid of occlusion on all sounds WIP wizard
3 Days Ago
Fixed issues with scrap4sale in bandit
3 Days Ago
Reworked the underwater base glass to be in line with the other underwater changes.
3 Days Ago
subtracting 97607 wiring_near_vehicles_fix - broken prefabs
3 Days Ago
Green mat
3 Days Ago
Fixed weird merge issues Fixed scene not being pushed
3 Days Ago
Merge main - that was a pain
3 Days Ago
Zombie prefab Temp spawn zombies through prefabs Zombie Thing
3 Days Ago
Viewmodel initial code setup. Protobuf. Serialization. Debug logging.
3 Days Ago
merge from io_seismic_sensor - Art placeholder
3 Days Ago
merge from searchlight_fixes
3 Days Ago
Tweaked rockets vibration level
3 Days Ago
correctly assigned materials to .worldmodel.prefab and .entity.prefab
3 Days Ago
Green/red light behaviour Name and description Recipe first pass Updated placeholder model and icon
3 Days Ago
Merged main into io_seismic_sensor
3 Days Ago
Test using Sprite Tool
3 Days Ago
Scene Project Start - move all code to another folder for reference, create a basic scene map (https://files.facepunch.com/tony/1b2011b1/sbox-dev_0EoXrWDBgh.png)
3 Days Ago
Use sphere traces in UnicycleController (#64) Add move history gizmo to UnicycleController Shows path, velocity, ground trace normal
3 Days Ago
Merge from hackweek_renderlod_collapse
3 Days Ago
Compile fix
3 Days Ago
merge from hackweek_renderlod_collapse
3 Days Ago
merge from boombox_toggle_fix
3 Days Ago
merge from wiring_near_vehicles_fix
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merge from lantern_fix_2
3 Days Ago
Move the update markers and previous life refresh process to happen 1s after the player dies, while the map is fading in rather than the instant the player receives their death RPC No real visual change but moves the heavy processing to after the player has visually died More thorough profiler coverage over the life infographic section