247,448 Commits over 3,928 Days - 2.62cph!

3 Months Ago
Swapped radioactive water icon Added generalised Radioactive flag to item Flag is set true/false by static general radioactivity Flag is also set true/false by the new item container (that supports rads)
3 Months Ago
More playground stuff
3 Months Ago
Fix extreme lag when setting Tint/FlashTint on SpriteComponent
3 Months Ago
Better moving platform Test playground scene add coins
3 Months Ago
network++ save++
3 Months Ago
merge from world_update_2
3 Months Ago
merge from HighCaliberRevolver
3 Months Ago
Added hide_server cvar, sv_lan 1 will hide the server too Load particle editor first in -tools mode Fixed non left clicks in particle previews breaking the controls Prevent errors about missing materials in particle editor
3 Months Ago
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
3 Months Ago
3 Months Ago
Fix cached fast path change ID logic
3 Months Ago
Shield Texture pass and material changes
3 Months Ago
Remove spam
3 Months Ago
Merge from water_visibility_grid - provides 2D grid for early exit on most WaterCollision.GetIgnore checks - dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
3 Months Ago
Increase scatter spread
3 Months Ago
Dart prefab rotation fixes
3 Months Ago
close profiler sample region properly on early exit
3 Months Ago
3 Months Ago
Test GuidMap in cached fast path
3 Months Ago
3 Months Ago
Fast path for cached graphs
3 Months Ago
Update: Bringing back Item pooling - Added a couple extra fields that were missed Still need to reproduce the NRE we encountered earlier. Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
3 Months Ago
Make hotload_fast persist Add Fast Hotload option to editor preferences https://files.facepunch.com/ziks/2024-09-17/sbox-dev_iWfk25clOn.png
3 Months Ago
Tissue Box material and mesh changes - setup sub surface scattering like effect on tissue using Skin shader and double geo. - set up bodygroups on main mesh to toggle tissue visibility - adjusted roughness values
3 Months Ago
Triplanar mapping Trying this for sliced box
3 Months Ago
Merge from world_update_2
3 Months Ago
Updating EAC setup / launcher
3 Months Ago
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene Added mocap sample clips Improved hierarchy of cinematic prefab for Paddy
3 Months Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
3 Months Ago
Leaderboard backup, run #14003
3 Months Ago
Improved PlaceCliffsUniform randomization
3 Months Ago
Fixed river / ocean transition terrain issues
3 Months Ago
Set SourceLocation when creating action graphs in editor
3 Months Ago
Update Facepunch.ActionGraphs Get rid of hack to re-use action graphs between game and tools Add SourceLocation to action graphs, fix caching Show action graph diagnostics in main console, like C# errors
3 Months Ago
Slice box
3 Months Ago
Merge from world_update_2
3 Months Ago
Final'ish - pending IK fix script.
3 Months Ago
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3 Months Ago
3 Months Ago
Fix expected type for constant value links
3 Months Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
3 Months Ago
Reduce wood pile density by 40%
3 Months Ago
3rd person motion fixes, part 14
3 Months Ago
Reduce reload time
3 Months Ago
3 Months Ago
Fix Either.CreateType( typeof(Signal) )
3 Months Ago
Merge: from main Tests: default editor build
3 Months Ago
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
3 Months Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
3 Months Ago
Cancel any active gesture immediately on death