249,968 Commits over 3,959 Days - 2.63cph!
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
ceiling fan updates + added ceilingfan_c
added metal_details_02
uses transparency
Restored standing anim when pressing ctrl
Code cleanup, naming
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User perms config
Allow Json comments
Add default users.json file and change structure of config
Don't ignore game/config/users.json because we want to keep the default with comments
Return true in Connection.HasPermission if the connection is the host. We'll check user permissions from the config file for connections to a dedicated server.
Remove some test logs and make HasPermission available
Hide/Unhide works on Hammer GameObjects
Resolves Facepunch/sbox-issues#7200
Rat: give weapon a svg icon
Fix rat pickup item prefab reference
Rat: try to bite target if we're lunging and they're close enough
Horse prevent movement collider ignores the physics debris layer (dropped items)
Rat: add grounded checks instead of arbitrary timing
Add some debug stuff to mover
Bugfix: more NRE reductions in server-demo
- Skip VoiceData and other messages that we can't support in editor environment (or don't want to)
- Properly "disconnect" player when entity is being destroyed
- "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs
This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move).
Tests: played back the same client demo, saaw the reduction in errors
Added Viewmodel Renderers to arm and arrow parts
adjusted metal_details trans map
Add rat weapon that throws a rat
Fixed horse saddle stack sizes
Remove start and end duration on fractional reload
Removed RidableHorseAudio logs
Delete all this dota grass code
Rat NPC (doesn't hurt the player yet)
Rat cleanup
Remove some test logs and make HasPermission available
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Revert "Fix unit tests getting the wrong envrionment var (not sure what changed)"
This reverts commit ce247dd3bd66aaad88b3b73b8e8ab8297dc38d9d.
VR: clean up logging
VR: Synchronization refactor, update Facepunch.XR to 1c1b65ae7ec5ef89ff2f1e508f4bcdbea58ebd3c
Removes Sync() call, should remove jittering(!), and reduces unnecessary logging
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Add dump_scene concmd, puts a clone of the current scene onto the clipboard for debugging
MapInstance: Don't delete all our children we've just received from the network snapshot
Mounted VPKs are part of the snapshot, we need these mounted before we deserialize the received scene / networked objects
Adding extra bones to knight armour for burst cloth test
Return true in Connection.HasPermission if the connection is the host. We'll check user permissions from the config file for connections to a dedicated server.
User perms config
Allow Json comments
Add default users.json file and change structure of config
Don't ignore game/config/users.json because we want to keep the default with comments
Reduce logging, improve what's left, remove Sync()
Investigate why test is running in wrong directory during ci
Tweak glock and mp5 recoil effects
using pooled lists for disabling client/server collider interaction in-editor
Halve explosion shake duration
Add CameraSetup component to control camera effects better
Apply env shake using ICameraSetup, so we still shake even if we don't have a player
Place viewmodel using ICameraSetup, applies camera shake to viewmodel
Move camera shake effects to a GameSystem