254,391 Commits over 3,990 Days - 2.66cph!

6 Days Ago
Fixed fucked network mode on all pickup worldmodels
6 Days Ago
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6 Days Ago
Setup and assign projectile tin material variants
6 Days Ago
Angry bee swarms will now stay away from fire sources. If a player is holding a torch they will stay nearby to attack once the fire goes off
6 Days Ago
Minor adjustments for accuracy
6 Days Ago
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6 Days Ago
Updating chicken rig anims to use new avatar
6 Days Ago
Merge PR for draggable CUI slots
6 Days Ago
Pie third person visual fixes. Refactor visual configs. Food items 3p/vms now setup correctly in both clientinit and ondeploy. Add all pie projectile variations.
6 Days Ago
Submitting new chicken rig
6 Days Ago
Hands scene IK-based hand test - more accurate https://files.facepunch.com/alexguthrie/1b1211b1/sbox-dev_bLi9YIRCtL.mp4
6 Days Ago
Get rid of javascript style braces
6 Days Ago
Rename Slot -> DraggableSlot to avoid naming conflict, fix compile errors / warnings
6 Days Ago
Add JSON API for Draggables & Slots, add parent options to transform Added the JSON API required to setup & update Draggables & Slots. Also added the ability to reparent & order a transform if called via an update call, this is needed to allow reparenting a Draggable fixed GetComponent for slot Draggable Component Slot Component Draggable Test Json Update Init fix Fix Illegal Swapping, Prevent DragRPC Fix a potential illegal swap when a panel inside a restricted slot was swapped with a non-slotted panel. Changed DragRPC to not send when a swap/attach operation fails & the panel will reset to its last position, the change was made because in those situations, a player didnt intend to drag the panel, they intended to attach it. Fix DragRPC on attachment fail fixed attachement fail sending a DragRPC, also properly sets the position of panels that can be dropped anywhere Fix example Add Callbacks (Used by Animation) More Robust LimitToParent Approach the previous approach used offsets, only modifying the position if the new position would be within bounds. this caused awkward behaviour where the dragged object would stop long before its actual bounds. this was also framerate dependant as it would make bigger leaps on lower framerates, making it more likely that the new position would have been out of bounds and increasing the apparent distance from its bounds after actually testing the PR in game i've realized it is safe to just use the absolute position (anchor + offset) and to constrain that to the rect with respect to the padding. Updated Test after rust client testing adding default sprites and changed some images to use Image instead Fix parent issues (caching & anchoring) the draggable now consider's both the parent's position and scale instead of just its scale when determining if its bounds need to be recached - this solves an issue with animated elements having cached old bounds the anchor now also gets parented based on the parentLimitIndex, previously it was parented to the draggable's initial parent which brought with it unwanted behaviour when that parent was moving Merge branch 'Facepunch:master' into DragnDrop Move example to Test folder Merge branch 'Facepunch:master' into DragnDrop Merge branch 'master' into DragnDrop Merge branch 'master' into DragnDrop Merge pull request #55 from Kulltero/DragnDrop Adding Drag & Drop Support via Draggables & Slots
6 Days Ago
Move gameobject creation for empty/new prefabs into the correct scene scope Should avoid the GO being created in the wrong scene. Related: sbox-issues/issues/7602
6 Days Ago
Refactor ServerImage.cs to return sprites directly & use ImageRequest class for pending image requests from the server Update with fixes from Rust repo
6 Days Ago
6 Days Ago
merge from hackweek_automatedtesting
6 Days Ago
More compile fixes Export test list in server directory
6 Days Ago
new about page design some meta too
6 Days Ago
made it juiicier - better controls, hip movement with bouncing, threw some mats on, added some suspension sounds with the bouncing
6 Days Ago
Fix compile error from merge
6 Days Ago
Chicken model and texture updates
6 Days Ago
Merge from main -> hackweek_modding_improvements
6 Days Ago
Skip serialization of optional fields set to their default value Also exclude serializing default value of required fields Add support for all default values, fix optional field checks applying to DeltaSerialize() Make sure existing null checks aren't applied on top of new default value checks Don't apply to enums Merge branch 'master' into skip_optional_default_fields Merge branch 'master' into skip_optional_default_fields Merge branch 'skip_optional_default_fields'
6 Days Ago
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6 Days Ago
Update: ServerProfiler - update binary exporter & viewer to handle new Allocs format - Made ProfileBinViewer's search work with alloc's names Tests: made a debug export of Craggy in editor, then opened it in the ProfileBinViewer
6 Days Ago
TTT: Fix C4/Radio sounds not playing outside of PAS (#2203) Replace use of `sound.Play` for C4 sounds, because it relies on `CPASAttenuationFilter` internally which means players not in the same PAS as the C4 could not hear the sounds, even if in close proximity. The attenuation aspect of the filter has been reimplemented in Lua, so that we retain the functionality of only clients within audible range receiving the sound.
6 Days Ago
merge from protobuf_skip_default_fields_2 -> main
6 Days Ago
Codegen
6 Days Ago
Update codegen DLLs
6 Days Ago
Bunch of WIP third person and projectile pie visual config work/fixes/support
6 Days Ago
merge from hackweek_automatedtesting
6 Days Ago
Disabled tests relying on editor AssetDabase for now
6 Days Ago
Clean: ServerProfiler - remove not supported thread sorting keys Tests: none, trivial change
6 Days Ago
merge from hackweek_automatedtesting
6 Days Ago
Compile fixes again
6 Days Ago
Update: add VarInt U64 buffer read&write utility funcs Allows to avoid interacting with a stream and it's bookkeeping. Tests: Used as part of server demo playback Merge branch 'master' into skip_optional_default_fields
6 Days Ago
Added CCTV_Doorbell for when Drizza comes knocking https://files.facepunch.com/lewist/2025/February/Ring%20Ring.mp4
6 Days Ago
merge from main -> hackweek_modding_improvements
6 Days Ago
6 Days Ago
Can't reply to yourself, they just get added to the bottom of your last post Can Ctrl+Enter to reply to thread Don't show read bar at the bottom of read threads Nicer upload progress PostAdmin button header lowercase Tweak CCU display, to show previous 60 days
6 Days Ago
fixed tiling of weather map
6 Days Ago
merge from main -> protobuf_skip_default_fields_2
6 Days Ago
Reset only the foreground color
6 Days Ago
Update: ServerProfiler - remove the class name and duplicate size into args of a mark - They are part of the "arguments" view when you click on the allocation mark - Also assigned all allocations the "A" category so that they can be easily filtered out via queries Turns out cname (controlling colors) is also unsupported via legacy json import (see issue https://github.com/google/perfetto/issues/208 and linked ones), so if we modify the name, we lose the uniform yellow color for allocations that makes it easier to spot. This also allows to run queries on top of these args more easily. Tests: exported snasphot from Craggy in editor
6 Days Ago
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6 Days Ago
Maybe this sequence to reset color works better?