243,202 Commits over 3,898 Days - 2.60cph!

4 Months Ago
Leaderboard backup, run #12415
4 Months Ago
Touch events
4 Months Ago
Sensor events
4 Months Ago
Progress backup
4 Months Ago
Updated Player footstep events and made Footsteps component play based on broadcast event Dash adds velocity to the player instead of firing a trace. Allows player to keep momentum with dash
4 Months Ago
Fix broadcast events not firing on the first frame on the first loop. Fixed BroadcastEvents not firing when PlaybackSpeed is negative (reverse).
4 Months Ago
Update to latest, update vpc, wrap any izabu changes in SBOX defines Add back body axis lock Linear slop is 0.03125 in sbox Allow joint to become inactive Joint is enabled if it's active Add should collide callback Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor Add joint break callback Don't calculate mass for height shapes Test max impulses for joint breaking AddSpringJoint Fix compile errors in physics joint Fix GetBody, AddBody, StepSimulation, StepUpdateManaged World and shape userdata is void* now not intptr Fix body types Joint max impulse limits Create shapes with default shape def Default world def Setup contact modify and should collide callbacks Fix AddBoxShape Add material list to BVH IsConcave -> IsMesh IzArray -> IzSlowArray IzTOIQuery -> IzTOIResult IzGeometry -> IzQueryShape Remove custom cast callbacks for now, can probably use their casting now Shape, Joint, Contact are structs now Fix more compile errors Remove these sweep functions from interface, we're not using them Collision mesh serialization now uses Vector instead of VectorAligned for vertices, upgrade them in transfer post load Fix GetTriangleMaterialIndex for meshes AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list Comment out all cast functions so we can compile Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd Deep copy rubikon hull to izabu hull Should collide callback is backwards, woops Fix StepUpdateManaged not accessing active bodies, woops Destroy hull after adding it to hull shape, shapes no longer own the hull CastBoxSingle AddMeshShape with scale can just do a deep copy of BVH, mesh shapes support scale Make sure BVH gets destroyed on shape destroy Swap bit fields when copying BVH nodes Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive) Izabu has body enable/disable so just use that instead of our shit Get rid of these single body casts, they're not being used Enable sensors for triggers Missed an angular lock Route asserts to engine so they show up like any other assert Disable this contact assert, doesn't make sense Hook up joint break callback, disable joint on break These cast functions aren't used either Remove GetBboxFromProxies Try casting box with a small hull skin to avoid getting stuck Run a trace solver on hit shape to get the proper hit fraction and start in solid Move trace solve to cast callback so everything can use it Use our filtering in cast callbacks Grab triangle on base mesh so that it should work for both mesh and heightmap Get rid of all this shit, it's no good Hulls sweep with a radius Resolve hit penetration (should add to trace API?) ApplyLinearImpulseAtWorldSpace just uses ApplyLinearImpulseAt, same thing Remove more unused from interface Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about Shape casts can have a start rotation ( cast rotated box, capsule, etc) Implement CastRayMultiple, CastShapeMultiple Use a callback for izLinearCast so we can override it and do our own Add per triangle material properties to base mesh
4 Months Ago
Weapon crate textures and mesh setup
4 Months Ago
Add per triangle material properties to base mesh
4 Months Ago
Merged Bikes -> main
4 Months Ago
Yummier, squishier squish
4 Months Ago
Fixed DecorAlign issues when incoming rotation is not identity
4 Months Ago
shield vfx fix enemy damage without player source error update spritetools fix fire sprite limit # enemy death sfx per frame fix jank when player hit bounds fix boss nametag
4 Months Ago
Update minimal scene so its not running upgraders when you make a new project.
4 Months Ago
More coastal cliff erosion
4 Months Ago
Weapon Skin Shader
4 Months Ago
Add header to PageNotifications so it's the same as the others
4 Months Ago
Add confirmation prompt when removing libraries, sbox-issues/issues#5740
4 Months Ago
Make scene tab naming consistent, fix window title showing wrong scene stuff
4 Months Ago
Progress backup
4 Months Ago
Fixed Linux/Mac compile error due to usage of variable name "default" Fixed some compile warnings Even more compile warning fixes MORE warning fixes Display a warning message when main menu is blocked too many times A message about how to bypass the block Fixup gamemode hook calling code for consistency Also hopefully prevent a a case of cryptic "trying to call <type>" errors. Also fixes crashes due to Lua panics
4 Months Ago
Fix StartingAnimationName returning "" when it couldnt find anim
4 Months Ago
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4 Months Ago
Stop us redocking scene views and stomping saved layout on the initial load, fixes Facepunch/sbox-issues#5673 (Scene views will now appear in the last place you had them, incl. popped out)
4 Months Ago
Improve wolf transition to 180 turn, do not turn if the target is still in front
4 Months Ago
divesite block in and plane test assets
4 Months Ago
Fallback when no obtainable origin for SpriteComponent gizmo
4 Months Ago
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4 Months Ago
tdm map wip start of detailin Merge branch 'main' of sbox-hc1
4 Months Ago
Rename Name -> DisplayName so there's no conflict on KeybindPanel
4 Months Ago
Give each team different knives in retakes Possible fix for C4 not always planting in retakes (#165)
4 Months Ago
Merge from monument_scenes -> aux1
4 Months Ago
S2P everything again
4 Months Ago
Fix root motion not properly handling rotation
4 Months Ago
Super minor cleanup
4 Months Ago
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4 Months Ago
Cliff alignment test scene
4 Months Ago
Updated player_model bind pose
4 Months Ago
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4 Months Ago
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4 Months Ago
Cache the overrides so we don't have to keep checking against EditorCookie
4 Months Ago
rebuilt trike lods, flipped normals and duplicated on lod3 wheels, reskined, moved lod3 distance to 5% (was 10%)
4 Months Ago
Weapon Skin shader test Update glass_scope.shader.meta Update .sbproj
4 Months Ago
Change "F5" -> "editor.toggle-play" on Play menu option
4 Months Ago
Fix SaveMixer being static
4 Months Ago
Vector3 optimization, use System.Numerics where possible
4 Months Ago
Quick update to WIP ruin blockouts
4 Months Ago
Shortcuts with Function Keys are always to editor even when Game Frame is in focus F3 and F5 editor commands are now Shortcuts like everything else Fix shortcut not displaying on Align To View option