250,271 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Merge from world_update_2
4 Months Ago
Merge from world_update_2/dynamic_underground_network_groups
4 Months Ago
Merge from world_update_2/dynamic_underground_network_groups
4 Months Ago
Applied the network group toggle to the train_tunnel_volume prefab so it's applied across everything Disable the network group toggle on the slope up and down transitions as they would shift the network group up too much Fixed thresholds getting reset in Client/Server mode
4 Months Ago
Togboat collider small edit
4 Months Ago
Additional collision primitive for rear of tugboat
4 Months Ago
Merge from world_update_2/dynamic_underground_network_groups
4 Months Ago
Added a new NetworkType field to EnvironmentVolume Volumes marked TrainTunnels will now lower the train tunnels network threshold to match the top of their volume Marked all train tunnel volumes as the appropriate network group This should resolve entities built on the bottom of canyons being considered underground and not networking to the surface This includes a cherrypick form the dynamic_underground_network_groups branch
4 Months Ago
merge from localization
4 Months Ago
Null checks in RustText and Tooltip SetPhrase Fixes safezone warning formatting error
4 Months Ago
Fixed RustInput.Normal placeholder text having no localization token Set auto size values to support any language
4 Months Ago
merge from main
4 Months Ago
merge from repairbench_icons
4 Months Ago
Minor color tweak
4 Months Ago
Fixed tooltip SetPhrase method possibly updating a completely unrelated opened tip
4 Months Ago
Repair bench code cleanup
4 Months Ago
Repair bench UI now shows required ingredients as icons instead of texts + a few localization fixes
4 Months Ago
MeshLOD can now be used with DeferredMeshDecals, handles turning on and off and swapping LOD levels and updating the decal accordingly Re-enabled glue models in compound
4 Months Ago
Switched the other three PuzzleReset scripts at Arctic Research Base to use the AIZ check instead of distance checks. Fixes them inadvertently respawning nearby NPCs
4 Months Ago
progress on river to ocean blending
4 Months Ago
failure score is time you beat farthest level; etc adjust tooltip position etc remove unused textures convert some wav to ogg some achievements
4 Months Ago
Merge from fix_debugqueue_cmd -> main
4 Months Ago
Merge from fix_io_budget_float -> main
4 Months Ago
Fix IO budgets not working well after 9hrs of uptime due to floating point errors - 4ms resolution after 9 hours, 8ms after 18 hours, etc - switch from realtimeSinceStartup -> realtimeSinceStartupAsDouble
4 Months Ago
Fix `debugqueue` printing to server console instead of replying to the command in RCON / F1 console Make `debugqueue` print all queue sizes, not just electric low priority
4 Months Ago
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4 Months Ago
Wolves can now jump onto player foundations to attack
4 Months Ago
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4 Months Ago
PlaceCliffsUniform initial version
4 Months Ago
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4 Months Ago
Fix thread pool on linux srcds betterer hopefullier
4 Months Ago
compile fix
4 Months Ago
Phrase update
4 Months Ago
exported edited wolf idle1, wakeup and idle to sleep anims
4 Months Ago
merge from localization
4 Months Ago
Compile fix
4 Months Ago
merge from main
4 Months Ago
Fix host transfer of non-player networked objects
4 Months Ago
Move rigidbody start asleep until after colliders are added - otherwise it's not going to do jack shit Add Prop.StartAsleep, this is common enough to justify adding to prop
4 Months Ago
New scientist first pass
4 Months Ago
Expose IsValid() to ActionGraph https://files.facepunch.com/ziks/2024-09-09/rwuGmEnsdg.png Fixes Facepunch/sbox-issues#6376 Group object-targetting utility nodes
4 Months Ago
Remove remnants of fsm tags, add strafe mode to path follower, add CanSeeTarget fsm transition
4 Months Ago
Support empty <style> block in .razor files Resolves Facepunch/sbox-issues#2725
4 Months Ago
Clear texture after creating texture if no data was set, instead of refcount hack
4 Months Ago
-allowlocalhttp works for WebSurface in editor only. Also limit Http local http to editor and headless (dedicated server), players should never be able to accidentally opt in Facepunch/sbox-issues#5774
4 Months Ago
Update compiled shaders with relative cubemap luminance
4 Months Ago
Make sure wolf can transition from hurt to death
4 Months Ago
Fog Fix (#1661) * Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants * VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore * Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit * Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png * These convars don't do anything or are redundant, some notes for tiled rendering in the future * Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps * One lightbinner per volumetric fog rather than creating it every frame * Start removing fog clipmap rendering, there are better ways to do this and it's massive * Disable clipmaps on managed code, clean up shader code * Remove VR-specific frustum stuff from volumetric fog * Get rid of redundant data * Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one * TAA stub * Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality * Proper fog TAA with ping-ponging accumulation textures * Iterate fog denoising * Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer * Final cleanup, fix fog density, fix obsolete error
4 Months Ago
Merge from world_update_2