250,128 Commits over 3,959 Days - 2.63cph!

39 Days Ago
Enabled xmas event Enabled xmas tree craft Enabled ice walls low and high Enabled xmas portals Enabled xmas airdrop Enabled xmas advent calander craft Switched Burlap Sack to xmas edition Enabled ginger bread building skin Enabled xmas decor at compount Enabled xmas decor at bandit camp Network++ Ho-Ho-Ho
39 Days Ago
Fix tests
39 Days Ago
Ensure area flags are correctly combined when marking areas
39 Days Ago
Fix PickupSpawner NRE
39 Days Ago
Tools: Expose ScrollArea.MakeVisible( Vector3 ) Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982 Scroll back to the top when rebuilding InputPage
40 Days Ago
Remove unused args Run FinalizeCompile on feature too Unused Remove debug output
40 Days Ago
Fixed tired, pissed off logic
40 Days Ago
Move Worker_AddCompiledShader to CVfx Build feature data Call VfxSortProgramVariableArray
40 Days Ago
Leaderboard backup, run #15965
40 Days Ago
Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4
40 Days Ago
Auto populate model collider on awake if none are set
40 Days Ago
Make ragdoll components NotEditable in IsEditor
40 Days Ago
Make component sheet readonly when using NotEditable component flag
40 Days Ago
Rebuild ragdoll if bones change (model reload)
40 Days Ago
Make joint gizmos less noisy
40 Days Ago
Auto populate ragdoll renderer and model on awake if none are set
40 Days Ago
Add Ragdoll.StartAsleep, put to sleep on first update because joints are created in OnStart so sleeping has to happen after that
40 Days Ago
Add Rigidbody.Sleeping
40 Days Ago
Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work
40 Days Ago
Merge polyflags and areas into one concept (areaflags)
40 Days Ago
Set these hidden flags on creation too
40 Days Ago
Add properties to ragdoll to show rigidbodies, colliders, joints
40 Days Ago
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
40 Days Ago
Fix Gizmo.Control.Capsule (has it ever worked properly?)
40 Days Ago
Yeet DetourTileCache
40 Days Ago
Yeet DetourTileCache
40 Days Ago
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
40 Days Ago
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
40 Days Ago
Regenerated Chinese, Korean and Japanese static fonts Added empty dynamic fallback fonts for each of them Cleaned up the fonts folder (without breaking the community UI this time)
40 Days Ago
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
40 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@7efacd65d0620b39c4ece43fba7c4c0e72b9aba1 🚀
40 Days Ago
Enable 64bits for poly references Again since we are only targeting x64 this does not have a performance impact. Memory usage will be slightly increased, but only if many refs are held by the user.
40 Days Ago
Pull latest changes from FP recastnavigation fork Among upstream recast changes this also includes a change to: Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys. This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK) Therefore, this is free accuracy improvement without perf or memory impact.
40 Days Ago
Baseline of a tool generating static fonts based on localization content
40 Days Ago
Add names to lambdas
40 Days Ago
Don't consider cells inside a triangle if the triangle just touches the cell
40 Days Ago
Implement async while
40 Days Ago
Get rid of SetBody, just return it Tast async while
40 Days Ago
Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used
40 Days Ago
Allow create model context menu item for fbx, obj, dmx
40 Days Ago
Asset preview dmx
40 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@ac488df6fe9a3c2575e36c4eddc5b03815891b5f 🚀
40 Days Ago
Removed unused dividePoly function see a4e1e2b
40 Days Ago
Call WriteProgramToBuffer from c# Fix old compile routine crashing ByteStream WriteArray optional count Fix shader compile
40 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@217f9d61e5a45e71722fa58f21345a117a81c9bc 🚀
40 Days Ago
Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh polys. This does not change the size of rcSpan on x64 plattforms. (See https://godbolt.org/z/4eKq45daK) x64 is the only platform we are targeting for s&box and Rust. Therefore, this is free accuracy improvement without perf or memory impact.
40 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@a4e1e2bbfc518e12fd3b582e4d4aeae9b5d81cb2 🚀
40 Days Ago
Fix bug leading to stack smashing Fixes recastnavigation/recastnavigation#687 To address this, I basically reverted recastnavigation/recastnavigation@e063ba6 & recastnavigation/recastnavigation@adcd4f4 which seem to be the most likely culprit for the issue. Contrary to the commit message in e063ba6, which claims that the changes made are an optimization, reverting the changes had no measurable impact on performance.
40 Days Ago
Delete infectedwoundrenderdata
40 Days Ago
Delete more from common