250,114 Commits over 3,959 Days - 2.63cph!

5 Months Ago
WIP grid aligned connections https://files.facepunch.com/ziks/2024-09-03/sbox-dev_C0Luo6Xsj9.png
5 Months Ago
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5 Months Ago
merge from store-ui-dlc-pages
5 Months Ago
merge from F1ConsoleFix
5 Months Ago
merge from wantedposter_nre_fix
5 Months Ago
Fix exceptions Fix collection list not showing
5 Months Ago
Fixed the binocular overlay not scaling correctly with interface scale
5 Months Ago
Leaderboard backup, run #13660
5 Months Ago
Remove unused Fix rating list id on contest result page Show video on place card Tweak card aspect to match game
5 Months Ago
Texture optimization & sRGB.
5 Months Ago
Adjusted muzzle pos. Iterated on FX. Manifest.
5 Months Ago
Replace Physics.Raycast with GamePhysics.Trace inside BasePlayer.CheckLookingAtVisible, fixes not being able to pick up dropped items that are dropped in terrain collision ignore areas (notable in power plant)
5 Months Ago
Merge from hackweek_accessibility_colourblind
5 Months Ago
Fixed deuteranopia typo Adjusted default deuteranopia values based on feedback
5 Months Ago
Merge from main
5 Months Ago
Closed up holes at the back near the sides on the armoured cockpit
5 Months Ago
balance, hp heart hover shop min money change more sfx
5 Months Ago
Fixed Patrol Heli tracer visibility.
5 Months Ago
Prevent login exception Remove unused from PackageWrapMinimal
5 Months Ago
Update manifest, fixes revolver not loading
5 Months Ago
Fixed small holes in armoured cockpit colliders at the front
5 Months Ago
Depth Resolve writes to both channels correctly Final cleanups for dof2
5 Months Ago
update depth of field scene
5 Months Ago
LOD tweaks FX iteration
5 Months Ago
Final tweaks, add depth gap for adding an area where u might want more focus https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
5 Months Ago
world_update_2 -> Aux2
5 Months Ago
world_update_2/waterwell_update -> world_update_2
5 Months Ago
Added static respawning planters to new Water Wells.
5 Months Ago
Fix SpriteComponent.UsePixelScale when AspectRatio != 1
5 Months Ago
Updated the mesh sampling system on the spraycan free spray to find and use a valid wallpaper renderer, fixes free hand sprays appearing below wallpapers
5 Months Ago
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5 Months Ago
Respawning Static Planters ~ Added ConVar to adjust the extra favourable gene chance. Better system for informing the static planter when plants die Set respawn check to 30 seconds
5 Months Ago
Added SpriteComponent.UsePixelScale. When enabled, a 32x32 Sprite will have the dimensions of 32x32 instead of the default 100x100.
5 Months Ago
Front blur, tweaks
5 Months Ago
Parent merge
5 Months Ago
Merge from main
5 Months Ago
Missed FBX
5 Months Ago
Tiny material fix to two jungle ruin pieces. Added ziggurat blockout to get that task started.
5 Months Ago
Stash all this work so I can make ubre happy Stash this as well first Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone ++ Logs No wonder this wasn't getting received Don't log these now Test Remove this now Go on server time Test More tests Some cleaning Compress test Remove for comparison Pack them up Some cleanup Force a single delta snapshot when owner changes to simulate old behavior Interp test Revert that
5 Months Ago
Optimize TextureBuilder creations with no initial data * Use vkCmdClearColorImage instead of allocating a big empty buffer in managed * Texture.CreateInternal also passes a nullptr if the span is empty, so we don't do additional unnecessary setdata It's weird all of this stuff has an API of Span<T> & int length, but hard to fix without API breaking changes DrawIndirectArguments should be LayoutKind.Sequential
5 Months Ago
WIP more control for rerouting connections
5 Months Ago
Fuzzed the backend/origin of the side blast flipbook.
5 Months Ago
Fixed HCR attack prefab reference. Iterated on attack.
5 Months Ago
Fixed wanted poster assign UI NRE
5 Months Ago
Smoke grenade world model and LODs
5 Months Ago
Ensured soil saturation stays at maximum throughout growth cycle Overall quality artificially set
5 Months Ago
frontier wall updates
5 Months Ago
Remove old dead AI code, hook up some events in preparation for NPCs being able to react to bullets impact near them or flying past them
5 Months Ago
Fixed DropEntityIfHeld affecting all players holding anything Implements `CHL2_Player::ForceDropOfCarriedPhysObjects`'s argument to actually work Also now affects Physics Gun, for consistency with other such functions. it is now an alias of `Entity:ForcePlayerDrop()`, and is deprecated in favor of it. Fixed Close Caption HUD being disabled by sethudvisibility input Update .gitignore Fix MatSelect erroring on select if not given a convar Added MatSelect.OnSelect and OnRightClick Improvements to PropSelect to match MatSelect Implement Panel:Clear Added OnSelect hook Added OnRightClick hook Fixed errors when not given a convar Added FindModelByValue Added SelectModel
5 Months Ago
Added system to mark growable entities as god - this ensure they always calulate max quality on all stats Applied to plants inside static planter