249,818 Commits over 3,959 Days - 2.63cph!

Today
Add maplist convar, use it to select the next map
Ensure entity handles arrow head swapping the same as viewmodel
Today
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- Worldmodel masks - Shorten reload to single loop - Update arrow tip enable list in the worldmodel
Today
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Today
Update: DemoServer - rudimentary tick visualization using gizmos - Temporrary while working on server demo reconstruction - will rip out once done with feature Tests: used on a demo recording on Craggy + the original demo that started it all.
Today
Siege harness bone constraints setup
merge from Knight Armour DLC - KnockerPhys
Today
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Today
Today
Add NodeLibrary.ActionGraphCompiled to enable expression debugging
Today
Add analytic to SceneNetworkSystem.GetSnapshot Add Application.IsDedicatedServer Dedicated server performance analytics
Today
Merge from main
Setup some masks for 3rd person animations to ensure they dont fire all the arrows at once
Today
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Today
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
Today
shotgun ammo pickup
Removed unused/cleanup Don't need this WriteMessage method now that it's only used one time
Today
Ammo pickups
Updated SiegeHarness model in RidableHorse2
Today
Dragging a prefab into an action graph creates a scene.ref node Fix scene.ref thumbnail for prefab references More informative / nicer display info for scene ref nodes https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png
Today
Export medium as default settings, bumping it up a level.
Today
Medieval itemstore prefab
Today
Updated Gluon Beam Render
Today
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
Today
Remove old dedicated textconsole Use Rust console style, with 3 lines printed under instead of trying to maintain a footer (messes less with outputs)
Today
Merge from /indirect_instancing
Today
Fix non-debug build
Today
Remove some unused imports
Today
Start moving away from snapshots and edit log by adding action based undos/redos For cuts we have to use snapshots Remove attempt at reference collector Format Aggregate actions now complete on mouse release
Shotgun: Alternate attack with higher damage per pellet, takes 2 bullets, has higher shoot dleay Fixed TakeAmmo not working with count param
Shotgun: Increase crosshair gap
Adjust shotgun punch and shake, don't eject 12 casings per shot Python: Add shoot delay only if we can shoot Automatically set render options for viewmodel renderers so we don't have to fuck around every time we make a weapon
Add Shotgun, incremental reloading, reload cancelling option
Today
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
Today
Merge from /indirect_instancing (fix server build)
Today
Fix server build
Today
Add warning if we got a reconnect message not from the host
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png) We don't really need this Cleanup, move as much as we can to Sbox-Server project Remove Application.IsDedicatedServer (doesn't need to be on this branch)
Today
Update Facepunch.ActionGraphs to 1.9.15 * Fix exposed property deserialization regression Add some conditional [JsonIgnore]s to GameObjectReference
Today
Cherrypick CS110544 compile fix (unsure why it didn't show in this branch originally)
Today
Today
Fix #19
Today
clawhammer, pliers, shovel props + meta https://files.facepunch.com/jason/1b1411b1/sbox-dev_Hta2FvHEUQ.png
Today
- Old TV 2
Today
merge from primitive
Today
Use new datacore map with items
Today
Submitting Outbreak scientist rig
Today
Medieval store additions
Today
Blowpipe reload and firing anim update