249,457 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Prefabs marked as `ShowInMenu` will actually show in menu without having to be in `templates/gameobject/` subfolder. If a Prefab is marked `ShowInMenu` then you can give it `DontBreakAsTemplate` so it maintains the prefab reference when created via the GameObject Menu. Resolves Facepunch/sbox-issues#6035
4 Months Ago
Fixed dropped cartridges having a mind of their own after landing on the ground. Fixed blurriness on them too.
4 Months Ago
Recent locations button Tweak styling, move current project to top of asset locations list https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_cY35ptbOcb.png
4 Months Ago
Show particle count like this so it doesn't show up as a prefab variable
4 Months Ago
Improved wooden barricades blocking other wooden barricades - split into different sized deploy volume for wooden barricades specifically - made the volume shorter and thinner - allows the magnet effect on the edges to draw together wooden barricades on a slope without them blocking eachother as much
4 Months Ago
Fix wooden barricades being difficult to place on the new cliffs - split deploy volumes: one for world layer and another for construction + vehicle + players - moved and shrunk world deploy volume so it doesn't intersect with cliffs as much
4 Months Ago
merge from watervisibilitygrid_fixes
4 Months Ago
Merge from ai_wolf_iteration
4 Months Ago
Mege from main
4 Months Ago
Catch possible NRE This isn't needed anymore Add .source2/ to gitignore template If package is on disk just use asset directly when dragging into scene
4 Months Ago
merge from maim
4 Months Ago
world_update_2 -> radioactive_water
4 Months Ago
merge from fix_raknet_end_sample -> main
4 Months Ago
WaterVisibilityGrid fixes - made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway - adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB) - slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary - added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
4 Months Ago
gizmo img
4 Months Ago
Fix missing EndSample() in Raknet.OnMessage
4 Months Ago
3rd person reloads with ammo type variants.
4 Months Ago
Added Dynamic FOV to the Camera, changing when player is running
4 Months Ago
Center on character when fully zoomed
4 Months Ago
Camera Zoom
4 Months Ago
Player has a Rigidbody so they can be pushed around now. Moving Platforms are awesome now :D
4 Months Ago
Add tags for platforms
4 Months Ago
Basic Moving Platform Support Better Moving Platform Support, allow for rotating platforms
4 Months Ago
disable serversideragdolls by default due to server stall/freeze
4 Months Ago
Update: adding a server "itemmanager.enablepooling" convar to control item pooling - starts off by default Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there. Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
4 Months Ago
Merge from main
4 Months Ago
Show active dart modifier effects. Separate tea/dart effect displays.
4 Months Ago
Rotating Platforms
4 Months Ago
WIP scene.run node
4 Months Ago
merge from world_update_2
4 Months Ago
merge from main
4 Months Ago
Merge: from main/item_pooling This fixers the NRE on server tick (and blocker for joining). Tests: loaded a save that consistently produced NREs - not anymore
4 Months Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
4 Months Ago
4 Months Ago
Expose MethodBinder Apply code style Add .git-blame-ignore-revs
4 Months Ago
Electric particle Adjust tone mapping Updated map
4 Months Ago
Add GetBoneTransforms and GetBoneVelocities to SkinnedModelRenderer Doesn't make a difference, but run ApplyStoredParameters here Add ModelPhysics.CopyBonesFrom( SkinnedModelRenderer ) Add Component.Invoke( seconds, action ) Add Renderer.CopyFrom( Renderer ) GameObject.Network.OwnerConnection becomes GameObject.Network.Owner
4 Months Ago
Add particle editor tool to debug playback in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_gymPdlXVD6.mp4
4 Months Ago
merge from world_update_2
4 Months Ago
Merge: from main Tests: none
4 Months Ago
increase wood yeild from driftwood - someone may harvest them now
4 Months Ago
stricter log pile spawn rules
4 Months Ago
Leaderboard backup, run #14044
4 Months Ago
Merge from world_update_2
4 Months Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)
4 Months Ago
Backups
4 Months Ago
Merge from parent
4 Months Ago
Merge from main
4 Months Ago
Tag hill cliffs as AllowBarricadePlacement
4 Months Ago
Del duplicated assets (ammunition_test models + shotgun powdery muzzle flash 'iteratecopy')