249,484 Commits over 3,959 Days - 2.63cph!

59 Days Ago
deployable targets type a and type b type a is more human-like type b is like a dueling tree will need a programmer to look over stuff, again
59 Days Ago
wip: Kill sync var tick on object death
59 Days Ago
Clean debug text
59 Days Ago
wip: Automatically sync vars should any change. Uses a polling method for now: - Invoke poll in fixed repeat time - Syncvar handler no longer requires default value
59 Days Ago
Code cleanup Collision damage tweaks
59 Days Ago
Receive player name / clothing on join
59 Days Ago
Perform type checks on initial sync var generation pass
59 Days Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
59 Days Ago
Update: Add chat feedback when perf snapshot is being taken It'll warn users if they're in the middle of something important Tests: exported in editor with no delay and default standalone delay
59 Days Ago
Switch to built-in player controller
59 Days Ago
Fix vertex memory allocation for capsule and spheres in PhysiscsShape::Triangulation
59 Days Ago
BaseRagdoll compile fix
59 Days Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
59 Days Ago
wip: working server -> client syncing
59 Days Ago
wip: Took me a day to realise there were seperate writer methods for client and server
59 Days Ago
Replaced the metal bonk effect for something more appropriate
59 Days Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
59 Days Ago
Update: Add commandline argument support to explicitly turn on profiler instrumentation - Added log to explicitly confirm if it's enabled or disabled Tests: ran in editor and server standalone with and without it being enabled
59 Days Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
59 Days Ago
Bugfix: avoid a rare case of dealocating main thread's Allocs storage - Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler. Discovered when doing additional testing in standalone (somehow editor was unaffected) Tests: did 6 snapshots of standalone server with 6k map - no crashes
59 Days Ago
properly disposing native structures in-editor when stopping play in editor
59 Days Ago
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59 Days Ago
Track birds scared Update .gitignore Update player particles
59 Days Ago
Allow ParticleModelRenderer to choose material groups and body groups https://files.facepunch.com/layla/1b1411b1/sbox-dev_JYc5358JqI.png
59 Days Ago
merge from native_mesh_simplification
59 Days Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
59 Days Ago
Add missing await in Navigation test
59 Days Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
59 Days Ago
merge from ragdolling
59 Days Ago
Physics tweaks, updated grounded checks
59 Days Ago
Fix potential race condition in NavMesh initialization
59 Days Ago
NavMesh: Use RealTimeSince/RealtimeUntil for delays
59 Days Ago
merge from Twitch_Rivals_24
59 Days Ago
super tea effect changes
59 Days Ago
Revert ProjectSettings
59 Days Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
59 Days Ago
Added the kick command (can only be used by the host.)
59 Days Ago
Added INetworkListener.AcceptConnection( Connection, ref string reason ) and Connection.Kick( string reason )
59 Days Ago
merge from main
59 Days Ago
Add CameraComponent.ScreenToWorld
59 Days Ago
Lobby Config / Friends Only Lobbies (#1696) * Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly. * Separate overload as not to mess with any existing game packages * Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P) * Fix lobby config max players
60 Days Ago
On Dedicated Server you can pass a path to a .sbproj with +game to load a local project. Hotloading works as usual for connected clients.
60 Days Ago
Fix lobby config max players
60 Days Ago
Optimize Navmesh agent ground trace not to run every frame
60 Days Ago
Leaderboard backup, run #15389
60 Days Ago
adjust particle text size
60 Days Ago
particle text
60 Days Ago
Merge from localcoord-blend-layer
60 Days Ago
Fix player surface reference
60 Days Ago
Buff Squirt Fire Fix wiggle bullets Can't outrun coins when getting sucked in Controller Support