242,735 Commits over 3,867 Days - 2.62cph!

3 Months Ago
Fix truncation warning on shadingmodel.hlsl Fix complex_reflections, remove any dependencies to valve code Use inline reflections for complex Composite SSR always, might create some artifacts but will be dealt with Detangle reflections api and document it Adjustments, fix normals on complex reflections
3 Months Ago
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3 Months Ago
Added digital clock bit matrix font Tweaked text mat Updated icon
3 Months Ago
Fix `ProtocolParser.staticBuffer` being uninitialzied on other threads when not writing network data - surprised this didn't throw errors before
3 Months Ago
Implement writing Protobuf header of demos for the final merged player demo
3 Months Ago
Fix Mob Gibs spawning with incorrect scale Moved HoldType from WeaponComponent to Carriable. Placing blocks now holds out the player's hand
3 Months Ago
BlockPlacer Gizmo displays as Red if you don't have enough blocks to make the placement
3 Months Ago
Can change the size of the blocks you place with SHIFT+MWHEEL
3 Months Ago
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3 Months Ago
Fix block placement detection https://files.facepunch.com/CarsonKompon/2024/August/15_14-58-DeepskyblueLark.mp4 Don't place blocks actively while standing still Exclude mobs in block placement trace
3 Months Ago
Do not consume block if cannot place
3 Months Ago
Added BlockPlacer Carriable for block items BlockPlacer now places blocks when holding left click. Takes item from active slot
3 Months Ago
Adjust terrain anchors on all 3 new divesites
3 Months Ago
slot machine hot pot card break shockwave particle abacus briefcase
3 Months Ago
separated walkway vox files
3 Months Ago
Make missile bot damage ground
3 Months Ago
Simplify some voxel modification RPCs
3 Months Ago
Swap divesites over to prefab Remove Scene2Prefab Resetup populations Delete autospawn folder
3 Months Ago
Oops
3 Months Ago
Add some documentation to IModification
3 Months Ago
Add BuildModification Set BlockType in Item, dunno if this is actually needed WIP ore seams
3 Months Ago
walkway tileset
3 Months Ago
Make the drone use the roller sounds for now
3 Months Ago
Make the sword less effective against wood since it already does a lot of damage with the balancing tweaks.
3 Months Ago
cleaing up divesite. collision and lods
3 Months Ago
Resource Node balancing (so you can actually get resources)
3 Months Ago
Add AngularDamping to WorldItems so they don't just roll away infinitely
3 Months Ago
Make all block items smaller for now (until we have proper voxel drop)
3 Months Ago
Add WorldModelOffset to ItemAsset, allowing you to scale/reposition the Model in the dropped WorldItem. Make Metal Piece much smaller and have proper origin
3 Months Ago
Fix wireframe render on vertex_color shader
3 Months Ago
Fix for possible NRE in Roller state machine
3 Months Ago
Spawn metal piles Model might need scaling down
3 Months Ago
Drones now have a chance to drop Metal Pieces
3 Months Ago
Updated Textures for Digital Clock
3 Months Ago
Add `flex-shrink: 0` to CraftingMenu group/headers
3 Months Ago
Fix squished Crafting Menu when selecting item with 3 or more required items
3 Months Ago
Fix wolf not following players moving away with lit torches
3 Months Ago
Added Tooltips to ItemSlot
3 Months Ago
Fix not being able to punch voxels with fist as connected client
3 Months Ago
Add torch to bow editor loadout
3 Months Ago
Have wolves look at their prey when circling
3 Months Ago
Fleshed out the display panel. Added LCD font.
3 Months Ago
Spawn players near beaches
3 Months Ago
Update .sbproj
3 Months Ago
Placement changes Manifest again Made seperate wood bonus for wood piles
3 Months Ago
Fix particles colliding with the thing that just died, causing them get stuck. Also fixed particle spawning on connected clients.
3 Months Ago
adjusted standing stones now have their base sunk in the ground Merge branch 'main' of sbox-hc2
3 Months Ago
No mips on ground texture - 1 texel per block probably doesn't need mips
3 Months Ago
lobster trap and boat lods and collision. starfish and crab, set dressing
3 Months Ago
Fix ResourceGatherers not being found on connected clients (Allowing resources to be hit properly now)