244,657 Commits over 3,898 Days - 2.62cph!

7 Months Ago
Add group headers to face inspector https://files.facepunch.com/layla/1b0411b1/sbox-dev_Ve40zCM84l.mp4
7 Months Ago
Texture uv scale buttons
7 Months Ago
Rework planar mapping so each face has their own texture transform Add face align (grid, face, view) Add face uv shift (based on grid spacing)
7 Months Ago
Remove debug spam
7 Months Ago
merge from main -> fix_eventrecord_pooling_error
7 Months Ago
merge from main
7 Months Ago
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7 Months Ago
merge from fix_industrial_tc_deleting_items
7 Months Ago
merge from tc_onkilled_nullcheck
7 Months Ago
merge from tc_onkilled_nullcheck
7 Months Ago
Added weapon chamber system, mp5 bolt feeds from mag somewhat realistically. Bullets stored as individual objects, with goal of being able to fill up mags / chamber guns manually
7 Months Ago
Leaderboard backup, run #11514
7 Months Ago
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7 Months Ago
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7 Months Ago
Fixed potential NRE when TCs are killed
7 Months Ago
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7 Months Ago
A few more obvious ones
7 Months Ago
Remove ModelRenderer.OnPreRender, use Transform.OnTransformChanged
7 Months Ago
Exchange weapon magazine bodygroups to reflect their current state (full, empty) Hooked up new mag components where necessary
7 Months Ago
Add hack to adjust angles of a point interactable if it's at 1 Added ability to slap the slide of certain weapons (MP5) (https://files.facepunch.com/tony/1b0311b1/slap_vr.mp4) Add Hand.Velocity, calculate velocity Add Interactable.MassScale Update prefabs
7 Months Ago
v_crowbar: attack, deploy, holster
7 Months Ago
Redid how I implemented hand poses. Add HandPreset class, use HandPreset.Apply( SkinnedModelRenderer ) to apply, and can edit per-finger in the inspector
7 Months Ago
Support using cached servers for servers in favorites.cfg on the favorite servers tab
7 Months Ago
We travelling!
7 Months Ago
Add debug print outs for steering
7 Months Ago
Fix the fix that fixes a fix relating to net messages and Lua ents clientside Minor cleanups Use ints, not shorts for leafs in map compile tools I think this affects VRAD only, fixes warnings/issues on some complex maps. Rearrange the 2 default spawnlists to have props more logically grouped Do not try to render and save icons for models without meshes This mostly applies to character animation files. They will appear as "ERROR" models. Fixed auto generated spawnlists from mountable games disapparing on reload They were incorrectly having AppID and not the "folder" set as "needs app". Moved "Delete multiple" items in spawnmenu right to the bottom This is consistent with normal spawnicon right click item order. Fixed selecting text in spawnicon editor only working on second try Lost coast spawnicons & spawnlist
7 Months Ago
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7 Months Ago
BufferedHashSet: Add removes from removals queue & Remove removes from additions queue
7 Months Ago
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7 Months Ago
improved sks shader settings and textures to improve shading of the sks
7 Months Ago
exported blunderbus viewmodel wip animations
7 Months Ago
added 4k textures and materials for blunderbuss
7 Months Ago
Update to new project layout Move player controller stuff into library
7 Months Ago
Libraries can access base addon
7 Months Ago
Launcher tweaks
7 Months Ago
some adjustments
7 Months Ago
blunderbuss world model and lods initial prefab setup
7 Months Ago
ActionGraph API change
7 Months Ago
Expression graphs can have signals Means they can use variables, and control flow like conditions and loops
7 Months Ago
magazines seperated for USP and M4
7 Months Ago
Fixed submarine windows ignoring new fog parameter
7 Months Ago
forest scene updates
7 Months Ago
Fixed issues with rigidbodies. Increased target throttle
7 Months Ago
Very simple implementation of slide release blocking the weapon's ability to fire
7 Months Ago
Input / output signals can be synchronous or async Got simple expression graphs working again, now with signals Automatically hook up input -> output signal for new expression graphs Fix version 7 upgrader Fix expression subgraphs Failing test for expression graph using async Use a dummy Signal type for all signal parameters Basic test for async in expression graphs Test for control flow async Control flow nodes inherit async from body signals
7 Months Ago
Control flow nodes inherit async from body signals
7 Months Ago
7 Months Ago
Can customize recoil values Add more USP sounds
7 Months Ago
Integrate grab point events Add PointInteractabvle.ResetOnRelease - good for the USP's slide Push slide release system
7 Months Ago
Merge from main