249,960 Commits over 3,959 Days - 2.63cph!
Don't spam warnings for unsupported drop objects, just ignore the action https://files.facepunch.com/layla/1b0911b1/sbox-dev_ZHw0ss4q4P.mp4
Some Model Deformation optimization
Still only on the CPU but it's surprisingly fast
https://files.facepunch.com/lolleko/2025/January/09_21-39-VacantIridescentshark.mp4
Add spacing parameter
https://files.facepunch.com/lolleko/2025/January/09_23-00-AngelicVipersquid.mp4 🚂
Update Spline Collider to match new SplineModel Deformation
https://files.facepunch.com/lolleko/2025/January/09_23-59-LinearAlligator.png
Delete legacy/unused deformation code
Added updated siege harness art to testridablehorse
Merge from midi_multi_command
Allow line renderer to have lighting, same as particles https://files.facepunch.com/layla/1b0911b1/sbox-dev_EOUiaThKg1.mp4
Midi convar bindings now support the ; syntax (like binds) to allow multiple commands to be run per cycle
Merge from Knight Armour DLC
Added a button to update the skin list from the skin inspector rather than having to open the menu
Set up skin assets for knight armour
woodaxe prop
+ added iron to metal blend material
https://files.facepunch.com/jason/1b0911b1/sbox-dev_MjWcz8Q7Qx.png
Make additive particles blend correctly in fog too https://files.facepunch.com/layla/1b0911b1/sbox-dev_zrmiRJG1pg.mp4
Expose Parallel.For by wrapping it in Sandbox.Utility
Leaderboard backup, run #
16747
.clothing adjustments + citizen body female adjustments
Fix NRE in PlayerDamageIndicators when no attacker
Gauss impact effect
Merge from train_tunnel_altitude_2
Fixed terrain around train tunnel above / below ground connection
support uv2 for emission and detail layer on Rust/Standard
Update screenspace_general shader with some CS:GO features
Removes $X360APPCHOOSER (Use $VertexColor)
Adds $VERTEXSHADER
Added most CS:GO params except for C4* and C5* params
Added `viewid` to render.GetViewSetup
Fixed a server crash exploit to do with malicious packets
- Hopper mesh + texture updates
Fix broken reload timings
linked wooden arrows and arrow heads to mini crossbow wm in entity prefab and updated anims
Leaderboard backup, run #
16744
Added test clothing items with differing amounts of armor slots.
Added test leather and metal inserts with differening stats.
More customization for tangent frames/up vectors
This is useful for stuff like loops.
1. Default Up Vector (0,0,1) -> twisting artifacts:
https://files.facepunch.com/lolleko/2025/January/09_17-52-OrangeredCowrie.png
2. Automatic up vectors using rotation minimizing frames (RMF)
https://files.facepunch.com/lolleko/2025/January/09_17-53-DesertedClam.png
3. Manual up vectors/frames:
https://files.facepunch.com/lolleko/2025/January/09_17-52-MisguidedWryneck.png
Tripmines parent to what they were placed on (moving platforms, doors, etc.)
Added [IconName] Attribute for String Properties, creating an Icon Picker ControlWidget
https://files.facepunch.com/CarsonKompon/2025/January/09_11-26-LateSwordfish.mp4
Added Right Click -> Clear to IconControlWidget
Added Context Menu to DateTimeControlWidget (Set Month, Set Current Date/Time, ect)
Another angle at action graph properties
Menu for adding properties
Some restructuring / simplification
Can get / set action graph properties
VR: Deprecate List-based `VRController.GetJointData()`, replace with array-based `VRController.GetJoints()`
Explosions mark DamageInfo.IsExplosion = true
Tripmines are damageable, shooting attributes the kill to the shooter, explosions cause a delayed explosion
Look for damageable components in parents instead of children, needed for tripmine children colliders and makes more sense?
Remove ToolsVis Mode (#1763)
* Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
* Remove ToolsVis() MODES from all shaders 🙏🏻
* Remove ToolsWireframe and ToolsVis from shadergraph template
* Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
* Compiled shaders with branched ToolsVis
Ballista things/progress backup
TriggerHurt: Look for a collider instead of RequireComponent
Remove transform offset from map loader
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
Remove ToolsVis() MODES from all shaders 🙏🏻
Remove ToolsWireframe and ToolsVis from shadergraph template
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
Compiled shaders with branched ToolsVis
Include armor inserts in armor info UI stats
Use our new map by default
updated mini crossbow 3p anims and edited skinning on gun rig
Change PlayerController [HelpUrl] to the sbox.game URL
Replace animation [Header]s with [Group]s in PlayerController for consistency with the other tabs
Leaderboard backup, run #
16742
Add primitive version of T1 tech tree, except satchel is missing (as an example)
Mark existing tech trees as the unknown era
Add support for a different tech tree for primitive gamemode
adobe folder structure fixes
Get more information from ControlSheetRow ToolTips, showing the C# Type and C# Property Name.
https://files.facepunch.com/CarsonKompon/2025/January/09_09-14-LateHorseshoecrab.mp4
Added ControlSheet.IncludePropertyNames, defaults to false. Only show C# Property Names in GameObject, Component, and GameResource inspectors.
Colour code the type names in Property Tooltips, also ensure property names don't show for Variable Prefabs..
Compiled shaders with branched ToolsVis