249,828 Commits over 3,959 Days - 2.63cph!

7 Days Ago
FuncDoor Open away from player bool
7 Days Ago
RpgWeapon -> BaseWeapon, doesn't use ShootEffects
7 Days Ago
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7 Days Ago
Death notices - validate player, could've been killed and removed Add RPG, has unguided and guided modes Gauss: add ricochet to last trace Moved rpg pointer glow texture into project Update RPG icon
7 Days Ago
Accidentally yanked Src/DstBlend from Spritecard, also bring back shading complexity to it even if it makes code awful for now
7 Days Ago
Fix typo causing var property to not be hidden
7 Days Ago
Add ConVar flags Remove dead code Route console commands from engine to managed No need to register convars with engine, we are the owner now Strip command buffer running, aliasing Store native console commands, everything works again Native console command help etc print variable value when no arguments Move "find" to c#, add ConvarFlags.Hidden Autocomplete is all c# Remove IConfigurationSystem Remove CommandTarget_t, InputCommandSource_t Don't need these hacks to create SceneNetworkSystem anymore Remove more unused convar code Replicated convars stringtable Capture native convars more reliably, without having to query Userdata convars Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected Remove FCVAR_DEVELOPMENTONLY Remove FCVAR_GAMEDLL Remove CCommandBuffer Remove FCVAR_RELEASE WrapepdPropertySet provides a Getter, to get the current value Include all attributes with wrapped properties, no just the codegen attributes ConvarSystem.SetValue always takes a string value instead of object Only set native convar if value is different Move sv_cheats to game code, so it gets codegen Always register sbox.game assembly with convar system Only set managed convar value if value changed Placeholder to return replicated values for convar Call ConVarSystem.OnConVarChanged when managed convar changes Native convars call OnConVarChanged Rename ConvarFlags to ConVarFlags Remove dead code Delete ivr.h, remove g_pVr (none if this is used anymore.. right?) Fix CodeGen attribute blunder Fix unit tests getting the wrong envrionment var (not sure what changed) Rename ConVar to ConVarAttribute, ConCmdAttribute Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
7 Days Ago
Update Facepunch.ActionGraphs to 1.8.56 * Fix ignoring _type property of method nodes with target input * More robust method binding for generic types
7 Days Ago
7 Days Ago
More robust method binding for generic types
7 Days Ago
Merge from train_tunnel_altitude_2
7 Days Ago
Fixed terrain around train tunnel above / below ground connection
7 Days Ago
7 Days Ago
More robust method binding for generic types
7 Days Ago
Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
7 Days Ago
Skin Pass for knight armour set
7 Days Ago
Increase collision on tripmine so you don't slide off them
7 Days Ago
7 Days Ago
Fix ignoring _type property of method nodes with target input
7 Days Ago
Multiple Satchels
7 Days Ago
7 Days Ago
Fix ignoring _type property of method nodes with target input
7 Days Ago
Move spline deformation away from vertex shader to allow deformation of arbitrary models Deform spline models on the CPU like a cavemen. Use RMF to avoid twisting artifacts. Will move this to a compute shader eventually. https://files.facepunch.com/lolleko/2025/January/08_10-35-AgileHectorsdolphin.png
7 Days Ago
Merge from main
7 Days Ago
Merge from presets_editor/quality
7 Days Ago
Fix CodeGen attribute blunder Fix unit tests getting the wrong envrionment var (not sure what changed) Rename ConVar to ConVarAttribute, ConCmdAttribute
7 Days Ago
Fixed preset order of values for water.reflections and graphics.shaderlod
7 Days Ago
Fixed mipmap tooltip.
7 Days Ago
Fix skin weights
7 Days Ago
Remove dead code Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
7 Days Ago
Remove FCVAR_RELEASE WrapepdPropertySet provides a Getter, to get the current value Include all attributes with wrapped properties, no just the codegen attributes ConvarSystem.SetValue always takes a string value instead of object Only set native convar if value is different Move sv_cheats to game code, so it gets codegen Always register sbox.game assembly with convar system Only set managed convar value if value changed Placeholder to return replicated values for convar Call ConVarSystem.OnConVarChanged when managed convar changes Native convars call OnConVarChanged Rename ConvarFlags to ConVarFlags
Leaderboard backup, run #16709
7 Days Ago
Make the ID field read only Fixed create button on objective fields not working when creating embedded assets
7 Days Ago
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7 Days Ago
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
7 Days Ago
Lighter version of legs animator on the server horses Various anim tweaks
7 Days Ago
Remove ToolsVis() MODES from all shaders 🙏🏻 Remove ToolsWireframe and ToolsVis from shadergraph template
7 Days Ago
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
7 Days Ago
Client side spoil timer now takes refrigeration into account and shows a little icon to communicate what's happening
7 Days Ago
Add EnvironmentMap class for EnvMap.hlsl, allows you to fetch contribution of all environment map lighting, fixes CubemapReflections toolsvis, move stuff out of lighting.fxc Init ToolsVis color to gray if mode is not supported, same behaviour as before
7 Days Ago
Remove vr_tools_vis.fxc, have it all in ToolsVis.hlsl as a class, remove all dangling S_MODE_TOOLS_VIS combos ToolsVis for Material lives in ShadingModel, custom shadingmodels implement their own Rest of shaders that do custom toolsvis behavior with new api Remove any #if S_MODE_TOOLS_VIS, makes it able to slide smoothly into new system Let toolsvis combo live where it was before (we're removing it right after) and remove S_MODE_TOOLS_VIS reference on spritecard, baked light vis on shadingmodel
7 Days Ago
Merge from primitive
7 Days Ago
LegsAnimator culling changes to support lods
7 Days Ago
Backups
7 Days Ago
Merge from parent
7 Days Ago
Merge from main
7 Days Ago
Merge from main
7 Days Ago
Show time remaining until food spoils on the item information panel, updates in real time down to the second Spoiled food now swaps to a new item (like burnt food) rather than showing an icon Setup on corn with a temp icon
7 Days Ago
Horses new animator controller Improved skidding behaviour Added some procedural motion when braking/skidding Tweaked the legs IK