250,506 Commits over 3,959 Days - 2.64cph!

6 Months Ago
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
6 Months Ago
Recreate mesh shape on update, this is the safe option until we get proper fixes
6 Months Ago
Moved harbor containers prevent building volume to client/server
6 Months Ago
Only check for StartupScene in Publish Wizard if Type == "game"
6 Months Ago
Compile warning fixes Fixed crash with trigger_weapon_strip Fixed faceposer breaking after 384 different flex names were loaded in a session Now there should be no limit, and it doesn't preallocate 384 pointers. Compile warning fixes & add some missing .h files to the solution Fix VPC not generating project folders, fix missing project folders
6 Months Ago
Clear triangle cache on mesh update to stop crashes until we get the proper fix
6 Months Ago
Ensure static office lift and player lift have same whitelist
6 Months Ago
More debugging Added motorbike, side car, bicycle, drone and snowmobile to white list of parented vehicles
6 Months Ago
Prototyope smooth path following for the wolf, hook hit anim
6 Months Ago
Merge from qol_print_memory_improvements -> main
6 Months Ago
Add `MaxItemsInUse` to pool - lets you know the maximum amount of items taken from the pool at once Add `reset_max_pool_counter` command to reset the maximum item counter per pool - allows you to reset the pool count incase it gets set to a really high value during 24hr window
6 Months Ago
Particle sprite alignment mode
6 Months Ago
Created whitelist system to allow only certain vehicles to be accepted in an elevator
6 Months Ago
added sit_dpv mountpose
6 Months Ago
Range check UpdateMesh on the C# side instead so the user knows they fucked it
6 Months Ago
Allow vehicles to be parented to static elevators. Primarily affecting bikes, snowmobiles etc
6 Months Ago
exported wolf run hit 3 rm animation
6 Months Ago
Fix error when startup scene is set but not immediately recognized
6 Months Ago
Fixed ruin wall caps to reduce overhand and improve blending
6 Months Ago
added some more convar helper functions for ragdoll testing
6 Months Ago
Message and remove toast if the download has been cancelled
6 Months Ago
Fix ambient light hanging around and stomping
6 Months Ago
Update volume_fog.scene
6 Months Ago
Do the same for UpdateMeshShape because this is likely where the crash is coming from (grubs)
6 Months Ago
Check BVH indexing outside of vertex list, if this is still getting hit then something else is at fault
6 Months Ago
Improved AO darkening on flat surfaces with narrow camera angles ditto Merge branch 'master' of sbox
6 Months Ago
Update: Making Pool.Free capable of "deep freeing" Motivation: Since we're getting rid of custom "FreeList" calls, then we should also remove FreeListAndItems, the last custom func in the "Free" set. - Collections-related Free overload now can deep-free - calling Free on all elements of a collection. - Marked FreeListAndItems as obsolete (with error) and piped it over to Free overload - Updated 4 callsites of FreeListAndItems to use Free(T, true) instead Tests: built all targets.
6 Months Ago
Fix #182
6 Months Ago
Bike Cargoship Parent -> Main
6 Months Ago
Cleanup logs
6 Months Ago
Option to stop unity play mode on completion.
6 Months Ago
Option to automatically open the render output root folder in explorer/finder when batch rendering has finished. User definable output fulder name. Added a context menu to open render folder.
6 Months Ago
Actually use the new ByteStream
6 Months Ago
Update: Further constraining Pool - Step 3 Now that all usecases of Pool's API have been redirected to new methods, I can further constrain and annotate the API. - Further constrained all container-like Free overloads to only accept ref-types with default ctor and IPooled interface - Marked FreeList<T> as obsolete (with errors) and piped it into FreeUnmanaged overload (this is dangerous/leaky, but I've updated all existing calls to Free/FreeList) - Marked ClearList as obsolete (with errors) - also inlined it's logic at the only callsite in the project - Removed Clear call from GetList, since now we always clear lists via overloads - Removed checks from main Free overload Tests: built all targets. No runtime tests. Ran around on CraggyIsland in 2 player multiplayer, did minor spawning of items, constructions, shooting, player damage.
6 Months Ago
Possible fix for queued messages not sending
6 Months Ago
Add download progress notice for cloud assets in editor, Facepunch/sbox-issues#5639 https://files.facepunch.com/solw/2024/July/23_15-25-OverduePekingese.png
6 Months Ago
cleaned up some ragdoll-specific code in the player we get for free with it being a mountable
6 Months Ago
Automated lighting config can now be enabled/disabled at batch and individual item levels. Put text area for URL pasting at the top of the inspector area.
6 Months Ago
Update: Replacing all cases of Pool.FreeList - non-controversial cases This modifies the remaining(after previous 2 unsafe submissions) set of cases where we had FreeList(292 files) - they all either fall into FreeUnmanaged(don't implement IPooled) or Free(implements IPooled). The replacement has been done by constraining FreeList<T> with T : IPooled first, this revealed ~560 build errors which got fixed with FreeUnmanaged. Then all the remaining FreeLists that weren't producing an error should've been replaced with Free calls. Tests: built all targets in Unity. Ran around on CraggyIsland in 2 player multiplayer (built a tiny house), checked bullet decals spawning/despawning properly.
6 Months Ago
Added Different Food Cache Variants Basic Prefab Setup for the other Food Cache Variants Added Materials, Textures, Colliders, FBX's For Food Cache Variants Setup Food Cache Variants LODS and Colliders
6 Months Ago
Automate lighting group toggling for each item in the batch render process. Scripts for configuring and enabling/disabling per-item lighting rigs.
6 Months Ago
Add Scene.GetAllComponents( Type ) overload
6 Months Ago
Assert and bail when trying to set physics body to invalid transform
6 Months Ago
Switched from showing `KK` -> `M` for millions and `B` for billions Adding `--raw` to `print_memory` will print out the raw number counts instead of rounding them to thousands, millions or billions
6 Months Ago
Update: Migration to "unsafe" FreeUnmanaged - Interface Code This CL contains all cases where we call FreeUnmanaged with T : interface - this is dangerous because we don't know whether T is IPooled or not. If/when in the future we make FreeUnmanaged to skip invoking OnPoolEnter, this will lead to leaks/bugs. Tests: Built all targets.
6 Months Ago
Fix Facepunch/sbox-issues#5896
6 Months Ago
Moved the oil rig prevent building volumes under the gameobject holding the MonumentInfo, so GetMonument does not return null and deploy volumes ignoring monument can work properly This fixes tin can alarms not deployable on oil rigs Also fixed the BBQ sitting in the water following the recent missing prefab fix S2P
6 Months Ago
Update: Migration to "unsafe" usage of FreeUnmanaged - Generic Code These cases are part of generic code that either provides containers/algos for other parts of logic or part of currently-dead code. They're unsafe because if they start getting used with T : IPooled, then in the future if/when we change Unmanaged to not check IPooled it might leak/bug out. Tests: Built all targets.
6 Months Ago
Prefab instances must be updated to have at least the tags specified in their prefab (Fixes Facepunch/sbox-issues#5729)
6 Months Ago
Merge from gameplay_analytics_convar -> main