233,080 Commits over 3,775 Days - 2.57cph!

4 Minutes Ago
exported wolf run hit 3 rm animation
8 Minutes Ago
Fix error when startup scene is set but not immediately recognized
11 Minutes Ago
Fixed ruin wall caps to reduce overhand and improve blending
11 Minutes Ago
added some more convar helper functions for ragdoll testing
33 Minutes Ago
Message and remove toast if the download has been cancelled
37 Minutes Ago
Fix ambient light hanging around and stomping
37 Minutes Ago
Update volume_fog.scene
39 Minutes Ago
Do the same for UpdateMeshShape because this is likely where the crash is coming from (grubs)
42 Minutes Ago
Check BVH indexing outside of vertex list, if this is still getting hit then something else is at fault
44 Minutes Ago
Improved AO darkening on flat surfaces with narrow camera angles ditto Merge branch 'master' of sbox
46 Minutes Ago
Update: Making Pool.Free capable of "deep freeing" Motivation: Since we're getting rid of custom "FreeList" calls, then we should also remove FreeListAndItems, the last custom func in the "Free" set. - Collections-related Free overload now can deep-free - calling Free on all elements of a collection. - Marked FreeListAndItems as obsolete (with error) and piped it over to Free overload - Updated 4 callsites of FreeListAndItems to use Free(T, true) instead Tests: built all targets.
49 Minutes Ago
Fix #182
51 Minutes Ago
Bike Cargoship Parent -> Main
53 Minutes Ago
Cleanup logs
57 Minutes Ago
Option to stop unity play mode on completion.
1 Hour Ago
Option to automatically open the render output root folder in explorer/finder when batch rendering has finished. User definable output fulder name. Added a context menu to open render folder.
1 Hour Ago
Actually use the new ByteStream
1 Hour Ago
Update: Further constraining Pool - Step 3 Now that all usecases of Pool's API have been redirected to new methods, I can further constrain and annotate the API. - Further constrained all container-like Free overloads to only accept ref-types with default ctor and IPooled interface - Marked FreeList<T> as obsolete (with errors) and piped it into FreeUnmanaged overload (this is dangerous/leaky, but I've updated all existing calls to Free/FreeList) - Marked ClearList as obsolete (with errors) - also inlined it's logic at the only callsite in the project - Removed Clear call from GetList, since now we always clear lists via overloads - Removed checks from main Free overload Tests: built all targets. No runtime tests. Ran around on CraggyIsland in 2 player multiplayer, did minor spawning of items, constructions, shooting, player damage.
1 Hour Ago
Possible fix for queued messages not sending
1 Hour Ago
Add download progress notice for cloud assets in editor, Facepunch/sbox-issues#5639 https://files.facepunch.com/solw/2024/July/23_15-25-OverduePekingese.png
1 Hour Ago
cleaned up some ragdoll-specific code in the player we get for free with it being a mountable
1 Hour Ago
Automated lighting config can now be enabled/disabled at batch and individual item levels. Put text area for URL pasting at the top of the inspector area.
1 Hour Ago
Update: Replacing all cases of Pool.FreeList - non-controversial cases This modifies the remaining(after previous 2 unsafe submissions) set of cases where we had FreeList(292 files) - they all either fall into FreeUnmanaged(don't implement IPooled) or Free(implements IPooled). The replacement has been done by constraining FreeList<T> with T : IPooled first, this revealed ~560 build errors which got fixed with FreeUnmanaged. Then all the remaining FreeLists that weren't producing an error should've been replaced with Free calls. Tests: built all targets in Unity. Ran around on CraggyIsland in 2 player multiplayer (built a tiny house), checked bullet decals spawning/despawning properly.
1 Hour Ago
Added Different Food Cache Variants Basic Prefab Setup for the other Food Cache Variants Added Materials, Textures, Colliders, FBX's For Food Cache Variants Setup Food Cache Variants LODS and Colliders
1 Hour Ago
Automate lighting group toggling for each item in the batch render process. Scripts for configuring and enabling/disabling per-item lighting rigs.
1 Hour Ago
Add Scene.GetAllComponents( Type ) overload
1 Hour Ago
Assert and bail when trying to set physics body to invalid transform
1 Hour Ago
Switched from showing `KK` -> `M` for millions and `B` for billions Adding `--raw` to `print_memory` will print out the raw number counts instead of rounding them to thousands, millions or billions
1 Hour Ago
Update: Migration to "unsafe" FreeUnmanaged - Interface Code This CL contains all cases where we call FreeUnmanaged with T : interface - this is dangerous because we don't know whether T is IPooled or not. If/when in the future we make FreeUnmanaged to skip invoking OnPoolEnter, this will lead to leaks/bugs. Tests: Built all targets.
1 Hour Ago
Fix Facepunch/sbox-issues#5896
1 Hour Ago
Moved the oil rig prevent building volumes under the gameobject holding the MonumentInfo, so GetMonument does not return null and deploy volumes ignoring monument can work properly This fixes tin can alarms not deployable on oil rigs Also fixed the BBQ sitting in the water following the recent missing prefab fix S2P
1 Hour Ago
Update: Migration to "unsafe" usage of FreeUnmanaged - Generic Code These cases are part of generic code that either provides containers/algos for other parts of logic or part of currently-dead code. They're unsafe because if they start getting used with T : IPooled, then in the future if/when we change Unmanaged to not check IPooled it might leak/bug out. Tests: Built all targets.
2 Hours Ago
Prefab instances must be updated to have at least the tags specified in their prefab (Fixes Facepunch/sbox-issues#5729)
2 Hours Ago
Merge from gameplay_analytics_convar -> main
2 Hours Ago
Don't download package dlls Compile package on download
2 Hours Ago
lobster trap first pass
3 Hours Ago
Ask for confirmation before deleting animation w/ right click Added .Copy() functions to Tile and Layer classes TilesetToolInspector NRE fix Added Context Menu to TilesetLayerControl https://files.facepunch.com/CarsonKompon/2024/July/23_07-52-ImperfectAmphibian.mp4 Fix TilesetLayerListControl Height Create TilesetSceneObject for drawing tiles in a single Graphics.Draw call. Replace Delete IconButton with Lock Button. https://files.facepunch.com/CarsonKompon/2024/July/23_08-49-GrowingMastiff.png
3 Hours Ago
Fix NRE when opening PublishPage directly
4 Hours Ago
Tweaked and relaxed the not-inside checks to fix invalid placements on slopes
4 Hours Ago
Added Warning to Publishing Wizard telling you which issues need to be resolved in order to upload. Don't allow upload if startup scene is not set or is set and does not exist. https://files.facepunch.com/CarsonKompon/2024/July/23_07-24-LovablePaintedladybutterfly.png
4 Hours Ago
merge from tincan_alarm
5 Hours Ago
Not deployable on harbor swing bridge and containers - Changed the swing bridge layer from 'World' to 'Vehicle Large' - Added a prevent building volume to the containers
5 Hours Ago
Update: New CodeGenerator for Pool.FreeUnmanaged<MemoryStream> change * CodeGenerator built with a3cd77f3 from FreeList-Depr branch * This replaces all uses of Pool.FreeMemoryStream in Rust.Data/generated/ProtocolBuffers.Serializer.cs Tests: built all targets in editor.
5 Hours Ago
Removed some spam now I've tracked down issues.
5 Hours Ago
Added Apply TRS shader graph node https://files.facepunch.com/ziks/2024-07-23/sbox-dev_PnwMGMVjmc.mp4
5 Hours Ago
Fixed depth issues, added depth falloff control, added a fade zone for AO Fixed depth bug apparent with rotating camera etc. added a depth falloff control so user can set distance to where AO ends. Then added a fade zone for AO which has a hardcoded small width so that when the camera depth to pixel approaches the cutoff the AO fades out to prevent any popping.
5 Hours Ago
Found and fixed cause of repeat skin changes not working.
5 Hours Ago
m9 bayonet texture changes
5 Hours Ago
m700 magazine seperated mesh
5 Hours Ago
Update branding