255,123 Commits over 3,990 Days - 2.66cph!

3 Months Ago
Fix [ReadOnly] attribute not being applied to all property types ResourceControlWidget now looks like it's greyed out when disabled
3 Months Ago
Correctly account for areaflags in path filer Fix sample
3 Months Ago
Turn Retakes back on so we can test why its game loop gets stuck sometimes
3 Months Ago
Create Networking.config
3 Months Ago
Rename hl2.exe to gmod.exe when building the game hl2.exe no longer used.
3 Months Ago
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode - also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
3 Months Ago
Update animation
3 Months Ago
Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe Hammer wireframe uses new state override and not ToolsWireframe Drop r_show_hipoly_draw_calls Remove ToolsWireframe mode Don't repeat the same thing 6 times to wireframe a layer Update developer help url
3 Months Ago
Latest playercontroller Update player animator with better skidding
3 Months Ago
Treat base content paths as Asset-type locations
3 Months Ago
Fixed hexagon tiles not being killed correctly
3 Months Ago
Added luminance weighing to TAA to reduce flickering
3 Months Ago
Same thing with Nullable Button
3 Months Ago
Prefab Variable button now shows when there's differences in a Multiedit https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4
3 Months Ago
Turn off collider object when we die
3 Months Ago
Fixed wonky net flags for kill/damage
3 Months Ago
Added Multiedit support to Component Context Menu
3 Months Ago
jungle_ruins_b iteration2
3 Months Ago
Fixed .gma whitelist being different between game/gmad Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fixed crashes to do with NPC:TaskFail Fix weapon spawnmenu autorefresh adding icons to nil parent Remove Ep1, Ep2 and Lost Coast mounting All of those are now part of the Half-Life 2 mounting option Stop shipping Commentary Editor for -tools Fix BRANCH being set to `prerelease` on NONE beta clients Delete cl_soundfile Unused, no reason to keep it. Fix r_lightcache_zbuffercache 1 crashing if set after map load Disallow sending voice packets unless fully connected Try to mitigate server reconnect spam Also reset owner SteamID in more places Update .gitignore & build related things Build Linux game with Steam Runtime More minor cleanups Fixed being disconnected from sv_lan servers due to recent changes Added sv_quota_stringcmd_kick Fixed crashes wiith CTriggerWind when loading a save Fixed Lua error with DTree node having 0 child elements Fix "Invalid string command" false positive
3 Months Ago
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3 Months Ago
Exclude gmod.exe from srcds win32 deploys Add some more known backdoor URL to blacklist Do not set commentary to 0 on map start Since we removed the commentary system entirely Fix "material __error is missing" error on map load Delete __screenshot_internal Fixed crashes to do with render groups Fixed crashes to do with render groups Disable a bunch of useless gamemenucommand commands PlayerAuthed fixes Fix PlayerAuthed being called twice Fixed PlayerAuthed always returning empty SteamID even when we have it available Disable -textmode harder Isolate RemoveAllWeapons changes to Player:StripWeapons Player:StripWeapons still drops weapons, KillSilent no longer does Fixed crashes with missing physics objects In bone followers and info_radial_link_controller FIxed crashes with particles getting insane particle count This was due to "emit noise" emitter
3 Months Ago
Merge from indirect_instancing
3 Months Ago
Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130 Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134
3 Months Ago
Update to use new Rpc attributes
3 Months Ago
removed lodgroup from jungle_ruins_wall_3m_D prefab
3 Months Ago
Update to dotnet 9 Only print scopes / expressions if EnableDebugLogging is true
3 Months Ago
Reduce player outline width, only show killer outline if we're spectating
3 Months Ago
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3 Months Ago
Splines: Add working state from a couple of months ago (pre FP) Basically a port of my C++ spline library wrapped with a component + editor tool. Still requires some API and Editor UX cleanup. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_0KaDTZAF7l.mp4
3 Months Ago
Update player to use PlayerController
3 Months Ago
refinery updates muzzle flash updates + meta files Refactor crosshair, no more razor Hitmarkers, kill markers re-implementation Kill marker is also red Fixed ServerBrowser NREs caused by Data being null Fixed some warnings, removed libwheel Features Update M4 recoil pattern Browser Cleanup Remove deck Replaced annoying button hover sounds with less annoying ones Modal system, hand-hold the player through lobby list Should have sorted crosshair nre Camera error fix Playtest fixes Sort gamemodes correctly, disabled some modes for now Another couple of error fixes Fixed all the mount grenade prefabs, resolve usp bodygroups NetworkSpawn weapons after setting owner so it's sent at once Should've fixed multiple weapons overlaying Fixed map voting Fixed player markers offset Use correct mixer for main menu music Make lines transparent when sprinting, keep dot if we have one Crosshair improvements Fixed pause menu button going mental Reduced distance of some weapon sounds Fixed HE explosion sound Fixed missing player stats component on several gamemodes Don't need this shit NRE get_IsLocalPlayer fix Possible fix in GameModeObject ScreenShake.FOV fix PlayerStatsRule NRE fix Rename Casual Defuse to just Defuse, remove helmet/defuse kit defaults Map Refactor, remove MapDefinition, use MapInformation as Scene metadata, pass scenes around instead of wrapper Remove .map files Update backgrounds for map scenes Fixed up weapon visibility in thirdperson Greatly simplify how we render stuff based on being firstperson/thirdperson, should be very solid now Refinery: Add ambient light, place a few characters around in editor only mode Don't need flags on these Don't render crosshair if HUD is disabled Don't apply viewer tag to players that aren't me Force-off to be sure Can't re-equip same weapon Let's do viewer tag this way instead Little sound tester tool https://files.facepunch.com/tony/1b1311b1/sbox-dev_HsjHgYb7hU.png Balance out a bunch of audio attenuation Fixed main menu guns not being shown Turn off AO on the main menu because it looks like ass with DoF/fog Reduce main menu blur Fixed some grenade refs Fix knife swing sound, amongst other fixes Tweak HE grenade, little bit higher fuse time, bit more bouncy, emits temporary bounce sound, has rolling restitution I'm turning off AO for now Fixed bomb icon showing up for everyone when it shouldnt Fixed size inconsistency between round team display Fixed game status display flicking the time up repetitively Use Overlay for viewmodels Adjust Crosshair to show in thirdperson if we're locally controlled, or disappear if we're not locally controlled Crosshair types, alpha interpolation Add Equipment.CrosshairType No ammo state for Crosshair Save some useful metadata in weapon prefabs so we can use it for dropped weapons, so we can use accurate bodygroups, model, bounds from the model renderer Removed some unused props Fixed not being able to hit E to pick up a weapon Don't play zoom sound if ending zoom on drop when we're not zooming at all Don't create tracer if the effect distance is low Attempt at ensuring RoundStateTeam avatars change when they should Save out C4 so we have its metadata Use legacy tonemapper for now Add CrosshairType.Dot Refinery's too small to even need global fog Proper icons for USP-S and Bayonet Update grenade icons Up molotov's throw power to match the HE Add ScoreAttribute.ShowTeamOnly, make balance only show up for teammates Add sync'd weapon flags so aim is properly networked, works properly when spectating other players Fixed air-kill killfeed icon being always black, it should be the attacker color if not self various VFX adjustments Fixed headshot sound ranges Temp fix for fire, using facepunch.fire_particle_fast ApplyThrowableAnimations NRE fix Proper validity checks in Chat, add PlayerPawn.GetZone<T> Component constraint Bomb-proof the bomb plant component Shouldn't need this redundant null check GameNetworkManager assert demoted to warning Crosshair camera validity fix ScreenShaker camera validity fix Color adjustments for camera Fixed references to human textures being broke Stop "active sound handle count" spam Restored default movement, incl penalties, tweaked base friction, implemented real noclip
3 Months Ago
Fix undefined output regressions
3 Months Ago
jungle_ruins_a iteration2
3 Months Ago
metal shield 3p melee attack anim updated
3 Months Ago
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
3 Months Ago
Fix inheriting async from outputs Output values can be constant expressions For much simpler expression trees
3 Months Ago
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3 Months Ago
Clean up folders
3 Months Ago
cherrypicking 109219 Fix wolves not fleeing when damaged when their target is inside a safe zone
3 Months Ago
Remove r_use_fullsort_for_opaque, we always depth prepass Add FillMode render state override on scene layers Remove this hidden dynamic objects stencil mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode
3 Months Ago
merge from giveitemfailed_toast_fix
3 Months Ago
merge from legacy_shelter_description_change
3 Months Ago
merge from voiceprops_itemstore
3 Months Ago
merge from hackweek_car_radio
3 Months Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
3 Months Ago
WIP scene that tests navlinks
3 Months Ago
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
3 Months Ago
merge from siege_weapons
3 Months Ago
Reported error fix
3 Months Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)