249,427 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Fix compile error
4 Months Ago
Parent merge
4 Months Ago
Merge from world_update_2
4 Months Ago
world_update_2 -> Aux2
4 Months Ago
radioactive_water -> Aux2
4 Months Ago
Fixed radiation triggers returning minimal/no rads
4 Months Ago
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
4 Months Ago
Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
4 Months Ago
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
4 Months Ago
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4 Months Ago
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4 Months Ago
Revert "Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check" This reverts commit e08435cdc7b5412e81fa752af22c2eb35b48ce4c. Revert "Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes" This reverts commit 858eebcfd1e95eb0cd13cbf32043d39d8a4622b1.
4 Months Ago
Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check
4 Months Ago
Fix GameObject.NetworkSpawn(null) spawning as host instead of spawning with no owner. Fixes a few games.
4 Months Ago
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4 Months Ago
Fix wolves not properly following players carrying fire
4 Months Ago
Allow removing keys from bb component
4 Months Ago
Fix wolves stopping right in front of players without attacking sometimes
4 Months Ago
GameTransform.DisableInterpolation is a static, remove AddToInterpolationSystem + RemoveFromInterpolationSystem Reduce HashSetEx initial size Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes
4 Months Ago
Test HashSetEx with iteration counter and deferred changes Fix NRE in UndoGameObject
4 Months Ago
Leaderboard backup, run #14116
4 Months Ago
Lets try this "real" ConcurrentHashSet to see if it matches the performance of the old BufferedHashSet. I have a feeling we're going to be better off special casing the collections for our updates to maximize perf
4 Months Ago
NPC Conductor Bankle - Idle anims
4 Months Ago
Bricks and t issue box texture and mesh setup
4 Months Ago
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4 Months Ago
Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
4 Months Ago
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4 Months Ago
Fix "path cannot be empty" when opening object menu
4 Months Ago
merge from main
4 Months Ago
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4 Months Ago
radioactive_water -> world_update_2
4 Months Ago
Attempt to fix an incorrect GUID error
4 Months Ago
Ensured belt and main inventory on the player do the correct checks. A container filled or refilled in inventory should now correctly notify the rad check system.
4 Months Ago
Since BufferedHashSet is more expensive now, lets try to avoid it where we don't need the concurrency
4 Months Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
4 Months Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
4 Months Ago
Don't repeat NetworkSpawn logic, filter down to one function
4 Months Ago
Network the GameObject enabled status
4 Months Ago
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing) You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging Fix wolves charging despite fire in some circumstances
4 Months Ago
Fix wolves not playing growl anim anymore when startled by fire (regression) Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
4 Months Ago
Add ISceneLoadingEvents - Allows listening to events related to scene loading and creating loading tasks Add Game.TakeScreenshot ComponentFlags.NotSaved is ignored when networking Move ShouldSave logic to SerializeOptions
4 Months Ago
Adding OnUpdate etc will refresh directory on hotload - avoiding the need to stop and start the game for them to start working Change BufferedHashSet to use a ConcurrentDictionary under the hood This hopefully fixes issues occurring when iterating multiple times, inside itself, and Count not changing until iterating. We should rename this to ConcurrentHashSet at some point. Make objectindex a BufferedHashSet so Scene.GetAll<T> doesn't suffer from modified while iterating Add GameObjectSystem<T>
4 Months Ago
Fix Custom Cursors not being cleared when returning to S&box Main Menu.
4 Months Ago
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
4 Months Ago
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4 Months Ago
slighting up the player up
4 Months Ago
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
4 Months Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
4 Months Ago
GameObjectSystems can implement scene events * Replace Scene.GetAllComponents<T> with Scene.GetAll<T> * GameObjectSystems can implement scene events (Scene.RunEvent<T>) * GameObjectSystems can implement INetworkListener