243,749 Commits over 3,898 Days - 2.61cph!

Yesterday
Parent merge
Yesterday
Code gen
Yesterday
Auth tests
Yesterday
Fixed being able to equip weapons on non valid weapons by changing item in the currently equipped slot via the inventory screen
Yesterday
Merge from main
Yesterday
CreateSceneGroup script
Yesterday
Fixed being able equip a shield by itself by scrolling through the belt bar
Yesterday
Merge from cine_anims
Yesterday
Name and icon assigned to cinematic gestures (better display if used on gesture wheel)
Yesterday
merge from main -> qol_io_arrows
Yesterday
Merge from fix_community_ui_nre -> main
Yesterday
Fix NRE from CommunityEntity if disconnecting from server with inventory open
Yesterday
Dedicated server max players, map name (or scene name if no map package), game name - ip address and port if specified, later we should only have steam ids
Yesterday
Merge from cine_entities
Yesterday
Fixed material changes which altered emission of some cinematic point lights
Yesterday
Merge from gesturepack
Yesterday
Suppress native transform change callbacks too which were causing angles & scale changes to not execute Transform changes on managed execute EventPropertyEditorCoreAttributeChange_t so gizmos follow properly
Yesterday
Fixed RPS UI appearing in demos
Yesterday
Merge from main
Yesterday
Updated T1 SMG cine materials + set textures to 4K
Yesterday
Fixed a case where players couldn't interact with RPS games if they don't own the pack
Yesterday
DedicatedServer.Init waits until logon complete - this is when we'll have our anon steamid,
Yesterday
Disconnect properly when returning to main menu in some circumstances
Yesterday
Fixed gesture pack id Disabled force unlock on new gestures, now requires pack to be owned to be used or placed in a gesture wheel
Yesterday
Initial tiled navmesh generation Currently matches previous behaviour but generates in multiple tiles
Yesterday
Add net_shared_query_port - default to false for now until it's working
Yesterday
Shut down should be called after LogOff
Yesterday
Fixed release interaction showing up for all clients and not only for the pulling player
Yesterday
Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match
Yesterday
Fixed battering ram going crazy when hit by an HV Set repair target items for ballista and catapult
Yesterday
Set the battering ram door position sync to fixed update Battering ram protobuf
Yesterday
Wip battering ram head install system
Yesterday
impact particles rework wip files + meta
Yesterday
updated t1 smg name lowered max ammo capacity of Handmade SMG
Yesterday
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Yesterday
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Yesterday
some housekeeping Stash SocketShare stuff Remove that stuff - it should be automatic but it isn't working rn
Yesterday
Don't show properties of incompatible types when assigning Prefab Variables
Yesterday
Added `[Expand]` attribute, which expands the control for that property onto a new line, making it fill the width of the sheet. Resolves Facepunch/sbox-issues#6800 https://files.facepunch.com/CarsonKompon/2024/November/05_14-34-QuarrelsomeFinch.mp4
Yesterday
Added a DateTime ControlWidget. Resolves Facepunch/sbox-issues#6787 https://files.facepunch.com/CarsonKompon/2024/November/05_13-28-CourageousUrutu.mp4 DateTimeControlWidget supports DateTimeOffset as well
Yesterday
Make Alyx as sniper in episodes appear as Alyx in killfeed Display a non halting error when teamID would not network correctly Fixed crashes with missing physics objects In bone followers and info_radial_link_controller
Yesterday
siege tower bug fixes. added construction meshes
Yesterday
Update: Emit all 10 frames of snapshot - Also emitting UnityFrame as a CompleteEvent, so it's always visible in the profiler - UnityFrames are now numbered This produces a 160mb snapshot on Craggy (taken immediately after spawning), will need testing on larger worlds (and this is before proper labels) Tests: opened snapshot in perfetto - saw all 10 frames
Yesterday
WIP multicast delegates https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png
Yesterday
sculpting progress - corrected offset to align pivot to bottom of block - basic carving, takes a small radius chunk out on-hit with piercing damage - corrected mesh update to clear previous data correctly - corrected physics mesh bake to assign collider back correctly
Yesterday
Cache looking up types by name
Yesterday
Update: Synthesize missing OnEnter profiling marks This restore the profile's structure Test: opened snapshot in perfetto
Yesterday
Added GraphicsSettings convar factory. Added commented out list of all Unity graphics quality setting variables ready to start adding as convars.
Yesterday
Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces
Yesterday
Should fix editor startup error