253,071 Commits over 3,990 Days - 2.64cph!
Fixed an industrial NRE due to orphaned Industrial attachments
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Hopefully fixed vehicle NPC dialogue options not appearing for non admins
Ballista collision iteration.
Catapult collision.
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Ballista collision impact fx.
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Fix some first person spectate issues with shields when going in/out of debug camera
Sped up cata ammo fire a bit.
Fixed child entities not being copied over when reskinning a large wooden box
Fixed back holster offset on knight chest piece (again)
Fixed some impact gibs getting stuck in walls.
Catapult scattershot tweaks
Restored battering ram head collider pos
First person spectate now shows shields correctly, supports vm hit animations
Fixed missing LOD scripts.
Don't return a new list each light gather, reuse the already allocated memory
Collect and pass around SceneLightObjects instead of the LightDesc ptr
Stubbed managed shadowmapper appsystem (this is such bullshit for a simple interface for scenesystem)
Managed shadow mapper stub, entry point from lightbinner
Add CommandList.Set( StringToken, Texture )
Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene
ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld
Clean up old dead code
Create and render shadow frustums from managed
Scene system listeners I'll need later
Remove native shadow rendering
Set gpu light data from c#, pass shadowmap bindless texture id, use it from lighting shaders
Depth bias shadows
Visualize depth uses screen space coords
Tweaked screen shake on explosive catapult shot.
Add viewport option to toggle default prefab lighting
https://files.facepunch.com/lolleko/2025/February/02_20-07-ConsciousCormorant.mp4
sbox-issues/issues/5527
Leaderboard backup, run #
17322
Fixed some minor catapult FX issues.
Cleaned up temp files.
Moved explosives primitive gamemode wb2
Battering ram and battering ram repair costs - ram now required 150 HQM
Leaderboard backup, run #
17318
Skip hotload for DtNode, hopefully fixes issue when hotreloading while navmesh query is in progress.
Catch type library returning null, event if it really shouldn't return null in the first place.
Related: sbox-issues/issues/7496
Updated wood & metal shield impacts.
Leaderboard backup, run #
17309
Incendiary catapult projectile has its own larger fireball spawn.
Spawn fewer of them.
Flame arrow less stretchy during the middle of the mini crossbow reload animation.
Fixed fireball smoke lingering on after fire extinguishes.
Normal flame arrow impact updated to be in line with the new flame catapult & ballista flame burst impacts.
Fixed fire arrows spawning the old fireballs, and deleted all those hidden beancan grenade meshes from the flame arrow fire (lol?)
Fix IO arrows not working with microphone
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Implement precise placement check on CPU to improve instance offset accuracy (to test against cheaper approximation), extend debug info to test accuracy, use procedural noise instead of texture, improve randomisation, apply rotation to instances based heightmap
Leaderboard backup, run #
17285
Piercer flip bugged (with gizmo) for Ian.
Orientation almost working
Added a orientation debug gizmo for Ian.
Workaround for that one weird floating gib ghost.
Shake tweak on large boulder.