240,743 Commits over 3,867 Days - 2.59cph!

Yesterday
Explicitly define the default sort order
Yesterday
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
Yesterday
RectInt: your favourite Rect struct but with integers Texture.GetPixels: Able to specify dstRect fully Terrain optimizations, better undo/redo, clean up * Implement new undo/redo system, track delta changes instead of full snapshots (faster, more reliable) * Don't upload buffers every frame in OnPreRender * Stop using MakeDirty, each property only updates what it needs to * Only create SceneObject when we can actually use it * Don't over expose public methods & properties, remove dead methods Optimize TerrainStorage.GetDominantControlMapIndices 400ms -> 1ms Pass in a buffer we get from ArrayPool instead of allocating and returning, also preresolve some getters Vector3: Aggressive inlining on aggressively inlined System.Numerics.Vector3 methods TerrainClipmap mesh gen optimize 266ms -> 26ms
Yesterday
Fixed filter by facet not working Legacy leaderboard uses new database
Yesterday
Colour adjustments and detail additions to catapult
Yesterday
API update
Yesterday
accidental doubling up of waterflow generation for rivers
Yesterday
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
Yesterday
Rotation can parse from serialized Angles, resolves Facepunch/sbox-issues#6085
Yesterday
Added arted-up catapult model, materials, and textures. Some tweaks pending.
Yesterday
Save viewport settings to project cookie instead of global editor cookie Fix scene view cookie not always correctly saving Scene view: Save 2d zoom per-scene alongside camera position/rotation Scene view: Save Layout to project cookie
Yesterday
Drop coins on death Added Keep Riches Skill Settings UpgradesFrom to self means item can only be crafted once Added other Shovel types Added stone sword item and other sword sprites
Yesterday
Hammer Stage Missing ui elements
Yesterday
Update .gitignore
Yesterday
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Yesterday
Remove AssetPopup, we're just overcomplicating things for no reason there Directory context menu Clean up asset list entries Remove unused, hook up AssetLocations.OnFolderSelected
Yesterday
Fixed drawbridge animations Added another drawbridge to the lower level
Yesterday
Buildfix: isolating perf test scripts into it's own assembly - For the time being stores existing perf tests - will reorganize when the structure is more clear in the future. Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
Yesterday
Editor: add ability to define launch arguments for new game instances, resolves Facepunch/sbox-issues#6095
Yesterday
Stats cleanup
Yesterday
Merge: from main Tests: none
Yesterday
Added front door and drawbridge to the siege tower
Yesterday
Resolve Facepunch/sbox-issues#5844 - Input.ReleaseAction/Actions should work across contexts
Yesterday
Implemented a proper death state Added Ruby Chunks Moved death state from Player class to Entity, added Death FX
Yesterday
Planters now use the same outside check as water catchers. Reworked planter rainfall logic. Added planterbox.outsidetestdistance server convar to control distance check.
Yesterday
Highlight player if obscured
Yesterday
RMR toggles gasblock, fixed some logic to make this work
Yesterday
Update Facepunch.ActionGraphs
Yesterday
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
Yesterday
Update: enable sound pooling by default If something goes derp, can be disabled via audio.enablesoundpooling 0 Tests: was explicitly enabled over last 3 days while running all recent changes
Yesterday
Stopped icesheets from spawning around lakes
Yesterday
Fix side effects from serializing exposed properties
Yesterday
Yesterday
Merge: from main Tests: ran around on craggy with logs
Yesterday
Added Burnt Trees Enemies now deal contact damage, swinging their held weapon if they have one
Yesterday
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
Yesterday
Bugfix: don't leak looping sounds when quick-switching It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player. Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
Yesterday
Add FPS mode, so you can see what the weapon looks like from first-person Reset jiggle state when we swap from first-person to third, add toggle button to gunsmith, adjust angles
Yesterday
removed debug logs
Yesterday
Smoothed vendor entry and exit to spline
Yesterday
Added Sandstone and Sandstone Ores Added Ice and Ice Rocks Updated Rock Item Drop to differentiate it from the Tile
Yesterday
Bradley much less likely to enter a spline when turning or facing a target from behind
Yesterday
Update: SoundManager pools internal lists The pooling effect is minimal, but it achieves 2 small improvements: - we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code - audio.printsounds no longer reports 0 active sounds per definintion Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
Yesterday
Disable arms now that gunsmith weapons just use the pure view model prefab
Yesterday
Refactor
Yesterday
New stat collection
Yesterday
Health + Damage effect Cube reset buttons
Yesterday
Update: microphone drops any sounds it has accumulated on destroy Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
Yesterday
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable) Tests: none, trivial change (same type of changes as previous)