254,766 Commits over 3,990 Days - 2.66cph!

4 Months Ago
Merge from ai_wolf_iteration
4 Months Ago
Temporarily prevent wolves from hunting scientists until we update their AI
4 Months Ago
merge from qol_map_marker_num -> main
4 Months Ago
Mouse back/forward buttons in asset browser Clean up history logic a bit
4 Months Ago
refinery updates
4 Months Ago
Connect further up the horse (like it would do in real life)
4 Months Ago
Merge from ai_wolf_iteration
4 Months Ago
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4 Months Ago
Fix menu option for "numbered pins" being incorrect Fix pins starting at 0 instead of 1
4 Months Ago
Fix wolf mesh not being culled on client when occluded
4 Months Ago
Use side anchors rather than central one
4 Months Ago
Add scroll layout enter/exit events to ListView Asset browser: only render thumbnails for assets within visible scroll region, dequeue when culled Don't refresh whole browser content when a thumbnail is updated Just do a single thumbnail render per frame for now, feels less janky
4 Months Ago
Added temporary rope material
4 Months Ago
Reduced thickness of tow rope, as well as ampliitude of wind
4 Months Ago
Fix for hands clipping through glove mesh in: Burlap Gloves TacticalGloves LeatherGloves NinjaSuit
4 Months Ago
Optim: Remove editor-only per-decal Update callback - They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead). Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
4 Months Ago
Use cliententities rather than serverentities to find other towing visuals
4 Months Ago
merge from qol_map_marker_num -> main
4 Months Ago
Fade out items you don't own in avatar scene
4 Months Ago
Fix wolves not stopping when ai.move is set to false while the server is running
4 Months Ago
Added Catapult Explosive Ammo FBX, Materials, Textures Setup Basic Catapult Explosive Ammo Prefab
4 Months Ago
Re-setup catapult for towing visuals
4 Months Ago
Fix warning
4 Months Ago
cherrypicking 106676 diversuit cape hack 106706 wearables do proper bone retargetting in the skin viewer - fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible) 106739
4 Months Ago
siege_weapons -> siege_weapons/visual_towing
4 Months Ago
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4 Months Ago
Add "Go To Folder" in recents
4 Months Ago
Replaced small rock formations in the world setup
4 Months Ago
timed_explosive_hit_normal -> main
4 Months Ago
Added normals header
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