249,828 Commits over 3,959 Days - 2.63cph!
FuncDoor Open away from player bool
RpgWeapon -> BaseWeapon, doesn't use ShootEffects
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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
Accidentally yanked Src/DstBlend from Spritecard, also bring back shading complexity to it even if it makes code awful for now
Fix typo causing var property to not be hidden
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
Update Facepunch.ActionGraphs to 1.8.56
* Fix ignoring _type property of method nodes with target input
* More robust method binding for generic types
More robust method binding for generic types
Merge from train_tunnel_altitude_2
Fixed terrain around train tunnel above / below ground connection
More robust method binding for generic types
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
Skin Pass for knight armour set
Increase collision on tripmine so you don't slide off them
Fix ignoring _type property of method nodes with target input
Fix ignoring _type property of method nodes with target input
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
Merge from presets_editor/quality
Fix CodeGen attribute blunder
Fix unit tests getting the wrong envrionment var (not sure what changed)
Rename ConVar to ConVarAttribute, ConCmdAttribute
Fixed preset order of values for water.reflections and graphics.shaderlod
Remove dead code
Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
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
Make the ID field read only
Fixed create button on objective fields not working when creating embedded assets
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Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
Lighter version of legs animator on the server horses
Various anim tweaks
Remove ToolsVis() MODES from all shaders 🙏🏻
Remove ToolsWireframe and ToolsVis from shadergraph template
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
Client side spoil timer now takes refrigeration into account and shows a little icon to communicate what's happening
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
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
LegsAnimator culling changes to support lods
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
Horses new animator controller
Improved skidding behaviour
Added some procedural motion when braking/skidding
Tweaked the legs IK