225,240 Commits over 3,714 Days - 2.53cph!

Leaderboard backup, run #11706
4 Hours Ago
Bone gizmos https://files.facepunch.com/layla/1b1211b1/sbox-dev_JyFl9Jtw4A.mp4
Leaderboard backup, run #11682
Yesterday
Code cleanup
Yesterday
Added more TreeLOD tests for bushes
Yesterday
Fixed seeker
Yesterday
Charger
Yesterday
Spawn objects facing random directions Seekers
Yesterday
Merge from hackweek_combat_playground -> aux2
Yesterday
Network++
Yesterday
Add convars to scale throw distance of grenades (so right click can be a short toss instead of droping a live grenade at your feet)
Yesterday
Merge from hackweek_combat_playground -> aux2
Yesterday
Try disabling ambient volumes (the thing that makes it dark inside buildings) to increase visibility
Yesterday
Merge from hackweek_combat_playground -> aux2
Yesterday
Network++
Yesterday
Add `barricades_in_monuments` convar to allow barricades to be placed anywhere in monuments Add `barricades_decay_override` convar to set forced decay time of barricades
Yesterday
Change GetShadowDownsampleLevel to calculate based on the percentage of how much the light is visible on the screen rather than distance heuristics, also adjust CalculateSpotResolution and increase base value Invalidate light cache when a light moves
Yesterday
AStar, add cycles during maze gen
Yesterday
Fine tune ruleset, add more gems
Yesterday
Hook up bouncing target button too Fixed other buttons being broke
Yesterday
Use actiongraph to add a couple of buttons that control the target's distance
Yesterday
Hooked up first moving target
Yesterday
Cliff progress Greyboxed coastal cliffs Prototyped a walkable sloped path that will allow steep cliffs to be climbed More work on the hill cliffs Greyboxed coastal rocks and did first placement pass Deleted obsolote files
Yesterday
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Yesterday
Treasure, stacking, rework exiting
Yesterday
Add shooting range target mat
Yesterday
Merge from hackweek_combat_playground -> aux2
Yesterday
Overheating now causes food and hunger penalty instead of health loss
Yesterday
Clean up, move everything into OpenXR class
Yesterday
Protocol++
Yesterday
Default to sending replicated convar to server instead of telling me I can't run it clientside
Yesterday
Add replicated convars to scale player movement speed clientside - movement_speed - sprint_speed - jump_height - fall_damage_threshold
Yesterday
Remaining spawnicons for HL2 props shipped with the game HL2:Episode 1 spawnicons FIxed Spawnicon Editor move speed not loading on open EP2 Spawnicons Updated spawnlists to include All HL2 base props shipped with the game This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
Yesterday
Ensure scientists won't be targetted by heli
Yesterday
Compile fix
Yesterday
Rigidbody and speed information now applied to wheels on the clientside
Yesterday
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Yesterday
Allow grenades & explosives to be modded
Yesterday
Protobuf
Yesterday
Workout bones and attachments on first set model
Yesterday
Only stop for bradley
Yesterday
hackweek codpiece files
Yesterday
Fixed vendor not restarting properly after stopping
Yesterday
FP.ArrayPool fixes to not return too small buffers
Yesterday
Optimize ReadFromStream(Stream, int) to not allocate because the length is known
Yesterday
Sidebar menu and links are now components
Yesterday
Desaturate when dead
Yesterday
Game over, can respawn in the lobby New players spawn as ghosts (except in lobby)
Yesterday
Some DOF shader optims - Work in progress Some DOF optimisations including eliminating trig from pixel loop. This is Work in Progress, could do more optims here.
Yesterday
Set up GameTile component and Genre Tile icon support