249,482 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Add mega basic embed block support for youtube embeds
4 Months Ago
world_update_2 -> Aux2
4 Months Ago
Merge radioactive_water -> world_update_2
4 Months Ago
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4 Months Ago
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4 Months Ago
Fix shadows not showing up on non-scenecamera views like Hammer
4 Months Ago
Added --main container too
4 Months Ago
Add StreamingWorld.Clear()
4 Months Ago
Fix SdfWorld.NeedsMeshUpdate
4 Months Ago
Merge: from main Tests: built all modes in editor
4 Months Ago
Update: document and test StringView.IndexOf Tests: ran the new unit tests
4 Months Ago
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4 Months Ago
Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
4 Months Ago
Streamline wolf interruption behaviour, assign target upon hearing noise
4 Months Ago
Polish and budget NPC hearing, reduce charge range
4 Months Ago
Radtown no build increased Dropzone position change S2P
4 Months Ago
softened canyon_a pinch
4 Months Ago
removed hurt volume from the frontier gate
4 Months Ago
actions update
4 Months Ago
fixed offsets in the frontier gate prefab setup renderer lod on the frontier wall variants
4 Months Ago
Services api (#1658) Nothing should visibly change for end users
4 Months Ago
WIP editor for TweakUIPresetSelect for easier editing of preset blocks
4 Months Ago
Don't run physics in editor
4 Months Ago
merge from main -RC
4 Months Ago
Leaderboard backup, run #13708
4 Months Ago
Applied new changes to ak for testing
4 Months Ago
Fix package error version
4 Months Ago
Exposed support for IK hint on left hand
4 Months Ago
Get rid of this optional render attributes, add it when it's needed
4 Months Ago
Simplified editing process, eliminated a few button presses
4 Months Ago
Fix exception
4 Months Ago
Military tunnels S2P
4 Months Ago
Arctic base S2P
4 Months Ago
Similarly, increased the player check radius on BaseSpawnPoint from hard-coded 2m to 10m. Added OnDrawGizmos to BaseSpawnPoint to visualise the radius. Due to how this is implemented, RadialSpawnPoint now uses 10m by default as well, but I've increased it to 20m manually for all scientist spawns. 10m is probably a better default anyway since we use the same spawn script for barrels etc as well.
4 Months Ago
Allow for multi-bounce reflections on EnvmapProbe
4 Months Ago
Make sure all cubemaps are up to date when loading/unloading mapinstances, cubemaps placed on scene weren't getting updated
4 Months Ago
Added playerCheckMargin as an additional margin around the spawn radius for human player checks in RadialSpawnPoint. New default value is 20m. Previously this used a const of 1m, so this does significantly change the behaviour of all existing RadialSpawnPoint users, but it prevents NPCs spawning closely to players.
4 Months Ago
GPU Shadow Culling light list is stored on camera where it should belong rather than on lightbinner, a lightbinner can be shared across multiple views causing issues, this also guarantees proper lifetime of list since lightbinner pool is only flushed on shutdown https://files.facepunch.com/sam/1b0411b1/sbox-dev_Esvot2kDTb.mp4
4 Months Ago
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
4 Months Ago
More robust code for RefreshLockState
4 Months Ago
Hopefully fixed modular car code lock showing green light instead of the intended red after moving out of network range and back
4 Months Ago
DrawSceneObject can take attributes, by default these will come from Graphics.Attributes so Graphics.SetupLighting will now work with scene object render
4 Months Ago
Update model components, disable deprecated stuff
4 Months Ago
Updated aim data
4 Months Ago
Fix conflicting right hand aim
4 Months Ago
Parent merge
4 Months Ago
Merge from main
4 Months Ago
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