249,804 Commits over 3,959 Days - 2.63cph!
Fixed unassigned metallic texture.
Various flame ammo related stuff
Plastic bottle ammo is a little transmissive.
Omni flame atlas resolution larger.
Scene backup.
Fixed horse protection not scaling player damage
Enabled mip maps on all siege weapons related icons
Adjust the intensity of the sun light in the icon render scene
Removed combatlog 10s delay for admins and developers
Whitelisted horses for elevators
4ShotMiniCrossbow -> primitive
Fixed arrowheads appearing on the wrong slots
Fixed horses not taking fire damage
4ShotCrossbow -> primitive
- Do effect events for deploy and dryfire
- Merge conflicts
- Manifest
Minor hip motion fix when braking
Can brake using CTRL
Tweaks, cleanup
primitive -> 4ShotMiniCrossbow
Reintroduce animation curve to shoot rotation (it had reverted to being linear again)
- Added effects to effects folder
- Setup scope attachment points for vm and wm
Added sliding behaviour when going up or down a steep slope
Improved backward movements
Fixed some animation bugs
Get rid of string allocations in ComponentReference.Resolve()
3rd person fire effect if loaded fire arrows
Fix broken override controller on 3p anims
lunar new year wallpaper variant materials, textures, icons, item prefabs
4ShotMiniCrossbow -> primitive
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
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
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
Re-add molotov as it accidently got removed
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
Fix restricted items showing up in quick craft
Fix restricted items showing up when searching crafting menu
Fix favorites in crafting menu being shown when restricted
Make the Step property affect the sliders within ShaderGraph. Resolves Facepunch/sbox-issues#3852
Unbreak asset inspectors for some resource types, resolves Facepunch/sbox-issues#7382
Fix for RPC not filtering out the sell orders in a different era
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
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Rewrite undo in position tool
Add VertexLayout attributes to SimpleVertex
Add Graphics.ResourceBarrierTransition that takes a before and after resource state, src and dst do actually matter
Rewrite undo for all scene tree actions