224,624 Commits over 3,714 Days - 2.52cph!

2 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
2 Months Ago
add Mixer class
2 Months Ago
AudioSampler can sample multi-channel
2 Months Ago
Leaderboard backup, run #9700
2 Months Ago
Cache ItemModCookable and ItemModBurnable inside ItemDefinition
2 Months Ago
Leaderboard backup, run #9698
2 Months Ago
Leaderboard backup, run #9697
2 Months Ago
Update tab test
2 Months Ago
Further block_layout map adjustments
2 Months Ago
block_layout map updates also added older arc_apartments updates
2 Months Ago
Working fixed with tabs
2 Months Ago
Tighter water reflection probe range, synched with TOD (related to 93000)
2 Months Ago
Fixed water reflections broken during tutorial cinematics
2 Months Ago
Close item store takeover screen when esc is pressed
2 Months Ago
Rough impl of hovering limited store items for a 3D skin view
2 Months Ago
Regenerate protobuf and move some code to partial class Reimplement PostSave() but rename to `PostSaveToDIsk()` to make it clearer Implement bool `isAuthed` on client to fix pooling of SimplePrivilege
2 Months Ago
Serialize Protobuf.Entity on the outbound network thread on the server Deserialize Protobuf.Entity in the inbound decryption thread on the client Change _NetworkCache from MemoryStream -> ProtoBuf.Entity RefCount ProtoBuf.Entity so we can keep it on the main thread as a cache as well as serialize it on network thread Initialize ProtocolParser.staticBuffer on each network thread (can do it automatically later) Remove `netcachesize` convar on the server since we aren't pooling memory streams InvalidateNetworkCache() will now invalidate the Protobuf.Entity ToStreamForNetwork() will Save() then put the ProtoBuf.Entity into the NetWrite ToStream() (normal saving for disk) stays the same Remove PostSave() (easier to remove than reimplement on network thread)
2 Months Ago
Tweak sound occlusion ignores
2 Months Ago
Create runtime buffers for dynamically created meshes so they can create trace data, allows them to be scene traced
2 Months Ago
Forward command line between sbox-dev and sbox-launch
2 Months Ago
Add Occlusion , OcclusionRadius , DistanceAttenuation to SoundEvent
2 Months Ago
Early out of CreateToolsTriangleList when there's no runtime buffers but also assert because ideally this should happen
2 Months Ago
Steam audio debug convars Add SoundHandle.SpacialBlend, Name and change how they get disposed Fix sound cutting out when spatial sound played inside head Fill out Sound.Preload
2 Months Ago
Fixed map markers flashing when player is downed Fixed map not opening when downed if using the new toggle map option
2 Months Ago
CMapAssetType::CalculateDependencies suppress pointless upconversion of vmaps so we don't spend 30+ seconds doing so on initial load
2 Months Ago
Add volume
2 Months Ago
Binds create mixer - can play sounds! strip vmixtool Remove unused args Add some more c# compatible funcs to CAudioMixBuffer Add AudioBuffers, MixBuffer Audio processor basics Route SoundHandle through managed system, use speaker volumes etc Play sounds from the point of view of the scene camera if we're not playing the game, and this window is focused Strip as much as I dare right now Add steam audio Update steam audio binaries Add steam audio binds Add BinauralEffect processor Steam audio scene system Apply direct Create phonon.pdb Reflection works! 😅 Latest Clean up Fix menu sounds not playing Refactoring, making internal Fix warning Fix tests strip unused Remove unused
2 Months Ago
Fix launcher layout to stop people obsessing
2 Months Ago
Dynamically show resource boxes based on TC content
2 Months Ago
Silently ignore delete error when removing unknown cloud file Fix NRE when setting convar Fixed file not found when reading asset json If a model has no meshes, show error model instead Fix text cannot be empty exception in Graphic.Draw Assert on AssetType not null
2 Months Ago
Show stall source to everyone
2 Months Ago
ProjectList own file Run Asset.UpdateInternals() in parallel, empty project initial scan goes from 770ms -> 200ms Don't scan project filesystem twice
2 Months Ago
Fixed StructArrayConverter.BlockCopy Fixes Facepunch/sbox-issues#4794
2 Months Ago
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2 Months Ago
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2 Months Ago
More API updates
2 Months Ago
Update api urls
2 Months Ago
tweaked light group at time on harbor2
2 Months Ago
water wells S2P
2 Months Ago
static triangle wood foundation rotation fix
3 Months Ago
Updated the barrel of the water well deployable, this one had slipped through.
3 Months Ago
Fix double clicking sbproj not opening it Fix right click unsaved scene error
3 Months Ago
Add TaskSource.FromCanceled & TaskSource.FromException (fixes sbox-issues/issues/4807) Whitelist some Task properties Whitelist OperationCanceledException (fixes sbox-issues/issues/4806)
3 Months Ago
Don't focus on nothing (fixes sbox-issues/issues/4828) Escape deselects all (fixes sbox-issues/issues/4829)
3 Months Ago
Leaderboard backup, run #9676
3 Months Ago
Add right click menu in game list Fix DamageInfo breaking changes
3 Months Ago
block_layout updates
3 Months Ago
Fixed the colors in UI when assigning a player to a bag or turrets to match the color scheme for rest of game Green = Teammate online Dark green = Teammate offline Blue = Friend online Dark blue = friend offline White = Player on server online Dark white = Player on server offline
3 Months Ago
added wooden_planks_c
3 Months Ago
Optimized collisions. LOD'd collisions fully away at 25m.