254,386 Commits over 3,990 Days - 2.66cph!

4 Months Ago
timed_explosive_hit_normal -> main
4 Months Ago
Triggers are much more reliable
4 Months Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
4 Months Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
4 Months Ago
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4 Months Ago
Trigger fix
4 Months Ago
Push trigger wip WorldMap wip
4 Months Ago
3p anim updates
4 Months Ago
deleted unused model prefabs
4 Months Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
4 Months Ago
Fix compiled asset filtering
4 Months Ago
Updated composite minimap visuals
4 Months Ago
npc_spawn_on_cargo_fix -> main
4 Months Ago
Early return
4 Months Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
4 Months Ago
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4 Months Ago
Catch case when ResourceProperty has no asset
4 Months Ago
Steam inventory service
4 Months Ago
Easier to target catapult ammo storage Increased reload time
4 Months Ago
Use cloud asset type instead of file extension for filters in Cloud Browser. Resolves Facepunch/sbox-issues#6721
4 Months Ago
Fixed camera logic in multiplayer
4 Months Ago
Merge: from main Tests: none (trivial merge)
4 Months Ago
Improved catapult deployable prefab sockets Easier to deploy on uneven terrain
4 Months Ago
Merge: from vehicle_optims Saves 0.5ms on a 6k world by avoiding iterating over unmounted mountables Tests: On craggy drove a kayak. On 6k world confirmed that the profiling scope shrunk to 0
4 Months Ago
Long Folder names will wrap in Asset Browser icon view
4 Months Ago
blocking off large oilrig passage
4 Months Ago
merge from main
4 Months Ago
Merge: from main Tests: none (trivial merge)
4 Months Ago
Optim: Avoid trying to sync non-mounted mountables - Implemented via a mounted-queue that gets populated when a vehicle/animal is mounted This saves 0.5ms on a 6k world map with no players riding vehicles. Tests: on Craggy rode a kayak and validated player transform sync was happening via profiler. Loaded 6k world and validated that the original 1.3k item queue was gone.
4 Months Ago
Reorganise cloud browser sidebar, add type shortcuts Add count badge to cloud Installed node Fix qt exception when installing cloud assets Cloud browser: Update facet dropdown selection from actual value in query, avoid putting crap in the searchbar from sidebar shortcuts Cloud browser: Still show facet title when there's a selection
4 Months Ago
moved splitter boxes out of the way in excavator
4 Months Ago
New minimap render
4 Months Ago
- Make sure to cancel pulling if the pulling player dies or is disconnected - Additional server side checks - Added pulling speed modifiers on ballista and siege tower
4 Months Ago
Decreased catapult fire recoil force when the handbrake is off
4 Months Ago
merge from siege_weapons/speedmod
4 Months Ago
a few asset updates/meta files
4 Months Ago
Missing modifier type
4 Months Ago
Merge from speedmod_cherrypick
4 Months Ago
Cherry pick 104487 (movement speed phrase)
4 Months Ago
Setup modifiers on catapult
4 Months Ago
Merge from speedmod_cherrypick
4 Months Ago
Don't expire modifiers that have no duration. Max of one interaction source per modifier type.
4 Months Ago
wip applying speed modifier to pulling players
4 Months Ago
Update: Reducing access to BaseMountable internal state - Mods can workaround by using existing API Future optim depends on internal state being tightly controlled, so this makes it easier to prove that it'll be safe. Tests: rode the zipline on craggy
4 Months Ago
Fix crash in CModelStream::CopyValuesFromStream, assert out of bounds
4 Months Ago
Add failing hotload test, reproducing #1673 Stricter AreEquivalentTypes, fixes #1673
4 Months Ago
Fix asset context menus in native tools, resolves Facepunch/sbox-issues#6722
4 Months Ago
Process inputs in the menu
4 Months Ago
Post-rebase compile fixes
4 Months Ago
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority Demote some new stuff from being public Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height GameManager -> Game Use input actions instead of now gone digital action state stuff Remove unused code Remove IGameInstance.InputSettings (not used) Push menu inputs when we don't have an input config to read Fixed editor error w/ InputSettings.Actions