243,659 Commits over 3,898 Days - 2.60cph!

7 Minutes Ago
Reverted incorrect change to PageMedia prefab
21 Minutes Ago
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22 Minutes Ago
PanelTraversalSystem: Refactor, no more block size, don't use GetPanelsAt, filter root panel descendants by on-screen, eligible panels, then rate them
27 Minutes Ago
Set some defaults now stuff is working. Set authentication=true, fakeip=true, and sharedqueryport=true. Servers can be queried in-game, and hide the real IP of the dedi, can be connected to via fake ip or steamid. Oddly though, the Steam Server Browser does not list the server, unless fake ip is off - can look into resolving that later as I don't know who really uses that
39 Minutes Ago
merge from main - RC
42 Minutes Ago
Adjusted text sizing on gesture wheel reset to default button
48 Minutes Ago
Merge from main
51 Minutes Ago
More configuration for debugging purposes
53 Minutes Ago
Clothes Update
1 Hour Ago
Fix compile error, remove debug log
1 Hour Ago
Fix IP Address byte order retrieved from server list Add steamnetworkingfakeip to steam headers vpc .. Make sure we disconnect from the network when exiting the game (especially for dedicated servers, we need to clean up properly) Request and use Fake Ip when starting a dedicated server (test) Only pass the result, its all we need anyway Move net config bootstrap stuff to c# so we can set it there, now can be set after steamgameserver init too for custom opts
2 Hours Ago
TilesetTool draws grid at the TilesetComponent's position so the grid is actually aligned to the object
2 Hours Ago
disable TOD dithering, redundant on top of global post process dither
3 Hours Ago
Gizmo.Draw.Grid can be drawn at an offset
3 Hours Ago
Skin bundles
3 Hours Ago
Skin update
4 Hours Ago
Added "emit to maintain count" particle emitter FIxed crashes with particles getting insane particle count This was due to "emit noise" emitter Remove unused field from C_OP_NoiseEmitter Matching CS:GO code, it was never initialized. Fixed some props in Portal 2 appearing rainbow-y A hack to not use missing shader combos emit_continuously additions & changes Added fields "emission count scale control point" & "emission count scale control point field" Added "emission_start_time max" to "emit_instantaneously" Enable DMX versions 3, 4 and 5 loading Mostly intended for PCF, saves still as version 2. This should allow Portal 2 and L4D particles to load correctly (excluding missing particle operators/renderers)
4 Hours Ago
Adding new catapult skinned mesh
5 Hours Ago
impact fx meta + prefabs
5 Hours Ago
Fix param
5 Hours Ago
Stun list test, fix game server callbacks for real, implement in dedi server
5 Hours Ago
Update .gitignore Update libraries Add Input.config Fix obsoletes Fix broken floor colliders Update .gitignore
5 Hours Ago
Hitting something with the battering ram damage its head The ram is unusable when the head is too damaged You can repair it using HQM
5 Hours Ago
Fix player copy tool material disk cache comparison (last issue)
5 Hours Ago
Per weapon crosshairs
5 Hours Ago
Fix Prefab Tabs not having a Context Menu, can now Show Prefab in Asset Browser Added Sound Point Prefab Template and fixed Soundscape Prefab Template https://files.facepunch.com/CarsonKompon/2024/November/06_13-23-RubberyNeondwarfgourami.png Fix not being able to right click a scene/prefab tab if it has unsaved changes Make Right Click clear in the Collision Matrix since the tooltip says it should SoundComponents now use the AudioDistanceFloat controls for Distance. Updated SoundPointComponent gizmos.
5 Hours Ago
- Upped crossbow built in magazine to 4 - Enabled fractional reload - Manifest
5 Hours Ago
Initial item setup, just a duplicated crossbow for now
6 Hours Ago
Extend lod1 to 50m (helps hide sharp lod transition from lod1 -> lod2)
6 Hours Ago
Remove unused OpenXR launch environment variables Update Facepunch.XR to ec56d1c119e0251cbc105be8a26792e266b68ed3, fixes some minor launching issues VR hand component fixes VR world input component Remove unused VR bits in MenuSystem Basic VR scene menu, loads automatically if VR is enabled
6 Hours Ago
Add CommandList * Add CommandList * Add CameraComponent.Hud
6 Hours Ago
rename RenderBuffer to InsertList
6 Hours Ago
Impose use distance on request raise
6 Hours Ago
merge from media_projects
6 Hours Ago
Codegen (was getting errors)
6 Hours Ago
Multicast action graph delegates https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png
6 Hours Ago
further progress
Today
Fix NRE
Today
Today
Bugfix: patch sheared frames when exporting json snapshot - In Editor EndOfFrame is called as part of nested GUI, which our profiler shears apart. For now we inject additional marks to maintain callstack structure - left a TODO to properly reconstruct a sheared frame - For now expanding frame scope to cover sheared period Tests: exported craggy snapshot and opened in perfetto - no more randomly trashed frames
Fix occlusion not using proper listener position and constantly overriding the target
Today
API changes
Today
Additional checks when loading JSON bindings, don't poll for hand tracking if instance doesn't support it, make sure we have an instance
Today
dropped block scale a little
Rin
Today
phrases
Today
merge from main
Today
Fix tileX & tileY not being set in generation cfg when the tile generation config was created. This caused all sorts of issues, e.g. incorrect bounds, overwrites of tiles that were already created... Also don't pad tile bounds on z axis. Only reinitialize navmesh if tile related properties change Make navmesh generation parallel & thread safe Optimization: Shrink tile bounds (Z axis) before generation
Today
Fixed SKS description using the SAR token
Today
Add CameraComponent .Hud
Today
Fix component template not adding the new component