239,359 Commits over 3,837 Days - 2.60cph!

5 Months Ago
Basic test for async in expression graphs
5 Months Ago
Fix music player spectrum returning 512 samples when only 256 is being used
5 Months Ago
Baseline, added new prefabs and placeholder assets
5 Months Ago
Remove remainder of CPU-driven code for cubemaps, rename indooroutdoorlevel to just renderpriority
5 Months Ago
code cleanup, improve comments
5 Months Ago
Stop sounds on sound asset reload
5 Months Ago
Failing test for expression graph using async Use a dummy Signal type for all signal parameters
5 Months Ago
subtracting 96655 - reduced SAR aimcone and tightened up fire animation
5 Months Ago
Set the chat input field character limit to 128, as we truncate messages to this length before sending them
5 Months Ago
Layout change missed moving these two files
5 Months Ago
added skybox_overcast_02
5 Months Ago
Fixed long chat messages disappearing while being typed (disabled rect mask culling)
5 Months Ago
Achievement system progress
5 Months Ago
merge from external_holdtobuild
5 Months Ago
Disable frustum shadow map culling using volume cullers, the view we render for the shadow is already doing frustum culling so I'm not fully sure if this is doing anything, on CS2 it seems to only be used for barn light shadows anyway ( And with an explicit illumination bounds OOB )? Fixes shadow flickering on props
5 Months Ago
merge from main
5 Months Ago
Fixed FSD-overrun-toy physics mesh & Reduced its size WIP net channel processing time limits
5 Months Ago
Adjusted shelves top collider to allow vertical barrel placement on the upper shelf
5 Months Ago
merge from qol_auth_friends_tc
5 Months Ago
merge from fix_enqueue_pings_nre
5 Months Ago
merge from electricity_power_fixes/2/doorcontroller/
5 Months Ago
merge from oilrig_exploit_fix
5 Months Ago
Automatically hook up input -> output signal for new expression graphs Fix version 7 upgrader Fix expression subgraphs
5 Months Ago
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5 Months Ago
vm sks fixes - corrected camera offset & hand cllipping during deploy
5 Months Ago
VR: Don't submit or wait for poses if the headset is in standby (prevents editor stalling when headset goes idle)
5 Months Ago
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂
5 Months Ago
Code dump for interactables, secondary grab points, smooth damp
5 Months Ago
Fixed ice throne colliders
5 Months Ago
Holographic sight also added to weapons with a top rail https://files.facepunch.com/rickgreeve/g60QQcweyh.jpg
5 Months Ago
Some clearer documentation
5 Months Ago
vm sks - fix for firing anims snapping & slow lerps into ironsght
5 Months Ago
Interpolation v2 (#1516) * Test * Clean up - use TransformInterpolate class * Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target * Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. * Fix to allow interp property to be set by GameObjectHeader * Serialize the interpolation bool with GameObject * Combination of fixed update interpolator and networked interpolation buffer. Working nicely * Some cleanup * Some extra docs + let's call it Query to match the other class * Use Time.Now * Restore backward compat LerpTo * Cull after, ensure move direct to last tx if query out of time but entries remaining * Fix formatting * Tiny tidyup * Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate * Actually enable it * Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
5 Months Ago
RPC Filter (#1549) * Update documentation * Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods * Update documentation * Change filtertype options * Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter. * More docs * Same logic for static Rpcs * Add single Connection overloads * this can be made private * Fix ambigious docs * Inverse logic (doh!) * Use hasvalue etc * Some fixes * Remove duplicate docs * Better docs * RPC in log for consistency * Add overloads for filtering RPC recipients based on a predicate * FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time * Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere. * Restore the old filter here even if e.Resume() throws * Early out / cut nesting * Tidy up
5 Months Ago
Rotate unicycle in customise menu + input hints Start work on achievement system
5 Months Ago
Fixed incorrect ShowBullet reload animation event configuration
5 Months Ago
Merge from main
5 Months Ago
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5 Months Ago
added toolgun to render scene
5 Months Ago
scale adam back to original mats
5 Months Ago
forest test updates
5 Months Ago
Adjusted double armored doors door controller socket positions Increased garage door door controller deploy bounds size
5 Months Ago
Input / output signals can be synchronous or async Got simple expression graphs working again, now with signals
5 Months Ago
updated mask texture
5 Months Ago
split off higher res ammunition from media branch and added to individual ammunition folders
5 Months Ago
Fixed deploy volume physic layer
5 Months Ago
vm sks fixes - skinned missing bolt carrier part & mag lock
5 Months Ago
camera aimer
5 Months Ago
phrases
5 Months Ago
SKS serializedVersion meta files changes