249,804 Commits over 3,959 Days - 2.63cph!

22 Minutes Ago
Light bleed fix.
23 Minutes Ago
Fixed unassigned metallic texture.
27 Minutes Ago
Various flame ammo related stuff Plastic bottle ammo is a little transmissive. Omni flame atlas resolution larger. Scene backup.
37 Minutes Ago
Fixed horse protection not scaling player damage
42 Minutes Ago
Enabled mip maps on all siege weapons related icons
1 Hour Ago
Adjust the intensity of the sun light in the icon render scene
1 Hour Ago
merge from main
1 Hour Ago
Removed combatlog 10s delay for admins and developers
1 Hour Ago
Whitelisted horses for elevators
1 Hour Ago
primitive -> Aux2
1 Hour Ago
4ShotMiniCrossbow -> primitive
1 Hour Ago
Fixed arrowheads appearing on the wrong slots
2 Hours Ago
merge from primitive
2 Hours Ago
Fixed horses not taking fire damage
2 Hours Ago
4ShotCrossbow -> primitive
2 Hours Ago
- Do effect events for deploy and dryfire - Merge conflicts - Manifest
3 Hours Ago
Minor hip motion fix when braking
3 Hours Ago
Can brake using CTRL Tweaks, cleanup
3 Hours Ago
primitive -> 4ShotMiniCrossbow
3 Hours Ago
Reintroduce animation curve to shoot rotation (it had reverted to being linear again)
3 Hours Ago
- Added effects to effects folder - Setup scope attachment points for vm and wm
3 Hours Ago
Added sliding behaviour when going up or down a steep slope Improved backward movements Fixed some animation bugs
4 Hours Ago
Get rid of string allocations in ComponentReference.Resolve()
4 Hours Ago
3rd person fire effect if loaded fire arrows
4 Hours Ago
Fix broken override controller on 3p anims
4 Hours Ago
lunar new year wallpaper variant materials, textures, icons, item prefabs
5 Hours Ago
4ShotMiniCrossbow -> primitive
5 Hours Ago
Fix RpgWeapon NRE
5 Hours Ago
Properly toggle the rendering of crossbow bolts in the world model so players can see how many bolts others have in their crossbow simply by looking at it Using fancy bolts with larger arrow heads makes them easier to count
5 Hours Ago
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
5 Hours Ago
Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer [pick] Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
6 Hours Ago
Re-add molotov as it accidently got removed
6 Hours Ago
Restrict additional items - mlrs - 40mm grenade ammo (since MGL was already removed) - all rocket ammo (since launcher was already removed) - C4 - HV & incendiary pistol ammo - homing launcher & ammo
Ensure update arrowheads run on client init
- swap to move towards rather than move towards angle - Play with animation compression - Patched an animation combiner I found online to work - Combined reload animations into one clip - Setup on mini crossbow to use for 3p
Today
Fix restricted items showing up in quick craft
Today
Fix restricted items showing up when searching crafting menu
Today
Fix favorites in crafting menu being shown when restricted
Make the Step property affect the sliders within ShaderGraph. Resolves Facepunch/sbox-issues#3852
Today
Unbreak asset inspectors for some resource types, resolves Facepunch/sbox-issues#7382
Today
Fix for RPC not filtering out the sell orders in a different era
Today
Hide EditorActionGraph.CanModifyParameters
Added [IconName] to EditorActionGraph.Icon
Use proper grid-based background in all GraphViews by default (instead of just ActionGraph) Add option to toggle Grid-Aligned Wires in ShaderGraph Added OnPaint method to OneMinus ShaderNode for indicating node at a glance Added Icons to a few of the Binary nodes in ShaderGraph. Don't display icon in header since it's already drawn on the node itself. Added Icons to all the Texture, Transform, Noise, and Channel nodes in ShaderGraph Added OnPaint overrides to a few more common ShaderNodes so they are easier to read/understand https://files.facepunch.com/CarsonKompon/2025/January/14_15-12-ImmediateMartin.png Add Icons to the last of the ShaderNodes that have fitting icons
Today
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Today
merge from main
Today
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Today
Rewrite undo in position tool
Today
Add VertexLayout attributes to SimpleVertex Add Graphics.ResourceBarrierTransition that takes a before and after resource state, src and dst do actually matter
Today
Rewrite undo for all scene tree actions