249,817 Commits over 3,959 Days - 2.63cph!

6 Days Ago
Fix onkilled/ondied after merge
6 Days Ago
Merge from main
6 Days Ago
Merge from main
6 Days Ago
Fix error when updating docs Fix user not changing when changing pages (fixes sbox-issues/issues/7332) Fix some types not showing on index Fix asset license selection (fixes sbox-issues/issues/6835)
6 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756
6 Days Ago
Fixed a merge error
6 Days Ago
Protocol++
6 Days Ago
Improve networked scene changing by simplifying it and no longer reusing the handshake process
6 Days Ago
Scene changing working again nicely. Use DisconnectScope() when clearing scene/disconnecting on play mode exit to keep other clients functioning properly
6 Days Ago
Pose backups
Leaderboard backup, run #16733
6 Days Ago
First pass on a new type of NPC that has a generic list of missions Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission Autofill icon fields, autofill translation token fields when making new objectives
6 Days Ago
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
6 Days Ago
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest) Cuts out around 7 clicks when creating a mission from scratch
6 Days Ago
move pos target shoot/impact particles blood spurt blood decal blood drop
6 Days Ago
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
6 Days Ago
Fixed catapult colliders scale
6 Days Ago
Siege tower damage renderer Ballista physics mat
6 Days Ago
merge from primitive
6 Days Ago
Compile fix
6 Days Ago
merge from primitive
6 Days Ago
Unsaved mat change
6 Days Ago
Removed empty spawn in spawn handler (old old horses)
6 Days Ago
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6 Days Ago
Can now specify a name for the newly created asset in the Create asset tool Can now delete child assets of a mission
6 Days Ago
Updated spawn.procmap.v3.prefab
6 Days Ago
Unsaved
6 Days Ago
Asset collection update
6 Days Ago
Horse audio Some anim improvements and optimisations
6 Days Ago
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6 Days Ago
This needs to be reset before dragging
6 Days Ago
Unsaved
6 Days Ago
Horse lateral damping back to 3, reduced when skidding
6 Days Ago
Assets backup
6 Days Ago
Better handling of drop traces when below grid, trace to plane using last traced height https://files.facepunch.com/layla/1b0811b1/sbox-dev_QR4dwTeq7E.mp4
6 Days Ago
Texture.Depth returns 6 for cube textures - Fixes getting pixels from cube textures
6 Days Ago
Fix damage indicator showing for local player when shooting bots Merge branch 'main' of sbox-deathmatch Make bots shoot at players and other bots
6 Days Ago
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6 Days Ago
Remove debug logging
6 Days Ago
Fix CRenderThreadVulkan::OnReadPixels not reading from volume textures properly, it was using src slice as array layer
6 Days Ago
WIP reload rotation fixes
6 Days Ago
Add Scene, Prefab, and Sound to the top of the New Asset menu for ease-of-access. Resolves Facepunch/sbox-issues#7003
6 Days Ago
Modify era editor window so you can select an era and see what items are blocked - default is "none", will show orange for unassigned items - selecting "primitive" will show red for blocked items
6 Days Ago
Add Projectile with common functionality, RpgProjectile derives from it Moved GaussWeapon into its respective folder BaseWeapon can check / take ammo from name (good for secondary attack) Give MP5 grenade launcher secondary attack RpgWeapon structure cleanup Mp5: Fixed not being able to secondary attack if we run out of primary ammo
6 Days Ago
Bugfix: no more duplicate players when playing a client demo on server-editor Now there's an issue with disconnecting/destryoed players - about 8 NREs about acessing something dead during BasePlayer.ServerCycle Tests: played the same demo - max players was 20 instead of 1k
6 Days Ago
Added [TargetType] attribute so you can only select a `Type` that derives from the target type. Resolves Facepunch/sbox-issues#7345 Added "None" option to TypeControlWidget Ensure Facets are always reset in Cloud Browser Added Type Filter to Cloud Browser when not already filtering by type. Resolves Facepunch/sbox-issues#7031
6 Days Ago
Fix strider stomp attack creating invisible ragdoll with Keep Ragdolls Added an ever increasing counter to poster file names Updated C_RPG.MDL to use correct muzzle flash event This fixes a warning that would print when the RPG is fired Allow closecaptions in multiplayer with the cvar set to 1 This means that it will just work in local MP (for the host), on srcds closecaption_mp controls the behavior (defaults to off)
6 Days Ago
Climate update (copying temperate parameters to jungle)
6 Days Ago
RustNative update (jungle biome has forest topology everywhere)
7 Days Ago
Update: properly initialize players when playing a client-demo in server-editor - Also log when creating a main player - Report kick reasons as errors No more unexpected kicks for players. But, looks like we're duplicating players - by the end of playback we had 1k players, which is much more than I expected Tests: played back the same demo to completion, accumulated errors are only related to some invalid packets that we don't care about (like Voice)