225,850 Commits over 3,714 Days - 2.53cph!

4 Months Ago
Implement joint breaking, break callbacks called on post step, breaking a joint disables the component
4 Months Ago
Merge from mfm_test1
4 Months Ago
Merge from main
4 Months Ago
Merged main
4 Months Ago
Fan temp model Scene
4 Months Ago
Ensured triangle ladder hatch can be repaired in repair bench
4 Months Ago
metal detector viewmodel prefab ( viewmodel renderer) update
4 Months Ago
Updated scene
4 Months Ago
Use gizmos for physics debug draw lines for when I need it Comment out early out in capsule vs hull deep penetration until I get the proper fix
4 Months Ago
Updated model/prefabs Added Christoffer's WIP textures
4 Months Ago
Generic Item Page - Brutalist Assets
4 Months Ago
Fix NRE
4 Months Ago
Add initial View Model support - make MP5 use view model to test. Camera borked
4 Months Ago
Better display info for property.get output Implemented constructor nodes Fixed property getter nodes Fixed display info for property get / set methods
4 Months Ago
4 Months Ago
Add [ImageAssetPath] fix SerializedCollection NRE Fix MemberDescription.HasAttribute not finding base attributes Convert TextureEditor to use Sequences SequenceControlWidget has popup instead of doing it all horribly inline Fix SerializedObject changes not propagating upwards ResourceStringControlWidget cleanup Use new Sequences json for amalgamated texture Expose some sheet access on texture Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json Add TextureFile sequence `IsLooping ` Can use particle SequenceTime easier Remove parse_mks.cpp Delete mks importers (everything should use our way now)
4 Months Ago
Default rendersystem to Vulkan ;)
4 Months Ago
Intercept potentials ALT+F4 and display the warning if necessary Updated wording
4 Months Ago
Combine ExpressionNode, ActionNode attributes Mark expression node methods with [Pure] IActionGraph.AddNode( string id ) extension method Tests for constructor and static property nodes
4 Months Ago
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4 Months Ago
In ByteStream.Read/WriteValueArray, use Enum.GetUnderlyingType when using Marshal.SizeOf if the type is an Enum type. This is because Marshal.SizeOf will error when used with Enum types directly. Fixes Facepunch/sbox-issues#4579
4 Months Ago
merge from menu_new_items_optimisation
4 Months Ago
merge from ladder_hatch_repair
4 Months Ago
merge from directional_damage_optimise
4 Months Ago
merge from death_screen_skip_server
4 Months Ago
merge from persistent_shelter_icon_fix
4 Months Ago
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4 Months Ago
Leaderboard backup, run #9100
4 Months Ago
Added debug.rpcStatTracking Tracks how long each RPC takes over time, inclusing minimum and maximum timings Added debug.PrintRpcStatTracking that prints all of the saved info, including the average time spent per rpc Added debug.ClearRpcStatTracking to clear any saved data
4 Months Ago
Simple blower
4 Months Ago
Avoid getting stuck inside pushers Try something a little different, this might push better
4 Months Ago
Extend transition durations Fixed npc anims not looping Fixed case where OnConversationEnded wouldn't get called
4 Months Ago
backpack sounds
4 Months Ago
Fix new tag not appearing on first boot due to time restriction
4 Months Ago
Citizen/animgraph: added Swim_Up
4 Months Ago
wallLight material uses the newish Emission Fresnel in Rust/Standard to emulate a central bulb without transparency. Tiny normal map adjustment to facilitate it better.
4 Months Ago
Update item store new items check to run every 30s instead of every frame while the main menu is open, saves 0.8-2ms a frame and 96b of garbage This wouldn't have run while the menu was closed, so will have no regular gameplay performance impact
4 Months Ago
Fixed inverted light cookie.
4 Months Ago
Add support for a player model to be put into cinematic mode with a custom animator instead of the cinematic animator, allows for custom animators per npc Add cusotm animator for tutorial npc with just the states we need
4 Months Ago
Fix repair bench only playing "change skin" sfx once per skinning (due to adding 1 second cooldown after every item) instead of once per second Only apply "1 sfx per second" when autoskinning: play it every time when manually skinning
4 Months Ago
Doors and hatches can now be rotated while being deployed using R
4 Months Ago
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4 Months Ago
Merge from main
4 Months Ago
Assembly Basic starting line Scene Engine sounds
4 Months Ago
Correct the poor positioning of thrown objects (e.g. rock) that spawn stuck half in the ground. Fix them sometimes falling through terrain
4 Months Ago
Fix right clicking clothing (hazmat) that conflicts with backpack slot (diving tank) not being equipped (because it tries to equip hazmat in backpack slot)
4 Months Ago
Fix hover looting items from storage while holding alt putting the items into your main inventory instead of equipping / swapping them
4 Months Ago
Fix right clicked items to wear using the first empty slot instead of the first conflicting slot (causing items to not swap slots correctly)
4 Months Ago
Try to unequip conflicting werables (equipping hazmat from hotbar when wearing hoodie + pants) into the main inventory first, then hotbar second
4 Months Ago
Increase delay when equipping clothing from hotbar from 0.2s -> 1.5s (to account for items actually swapping slots now)