240,095 Commits over 3,837 Days - 2.61cph!
Fixed StructArrayConverter.BlockCopy
Fixes Facepunch/sbox-issues#4794
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tweaked light group at time on harbor2
static triangle wood foundation rotation fix
Updated the barrel of the water well deployable, this one had slipped through.
Fix double clicking sbproj not opening it
Fix right click unsaved scene error
Add TaskSource.FromCanceled & TaskSource.FromException (fixes sbox-issues/issues/4807)
Whitelist some Task properties
Whitelist OperationCanceledException (fixes sbox-issues/issues/4806)
Don't focus on nothing (fixes sbox-issues/issues/4828)
Escape deselects all (fixes sbox-issues/issues/4829)
Leaderboard backup, run #9676
Add right click menu in game list
Fix DamageInfo breaking changes
Fixed the colors in UI when assigning a player to a bag or turrets to match the color scheme for rest of game
Green = Teammate online
Dark green = Teammate offline
Blue = Friend online
Dark blue = friend offline
White = Player on server online
Dark white = Player on server offline
Optimized collisions. LOD'd collisions fully away at 25m.
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demo material reworks to fit in with new sprint
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Fixed #1459
https://files.facepunch.com/ziks/2024-02-16/sbox-dev_PgVOUJbZm0.mp4
Update Facepunch.ActionGraphs
Add required nodes on deserialize
Categorize some AG nodes that were just living in the root
GatherVisibleLightsGPU
Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on
Do lightbinning for light culling on render thread when a layer first wants to request lights, guarantees we have a depth pyramid by then
If we are on a render thread just do a simple flush for ForceFlushGPU(), we just want the GPU to finish it's work, not clean up things
Run lightbinner calculation in render thread & actually on lightbinner layer
Light culling tests with depth & light radius on compute shader
Flush rather than ForceGPUFlush on CReadGPUBuffer::WaitUntilRead()
Add analytics for all modified convars
More linter base fixes
Removed DColorMixer:TranslateValues
Removed useless calls to table.Copy in DListView
More robust Elastic value calculations, does not rely on integers for boolean inputs
Removed usage of some deprecated functions
Added a warning when orange box particle count is weird
Hopefully shed some light on a crash issue
Fix NRE
Order revokes by last seen
Fixed pulses not always animating
Fix expression node regression in legacy GetGameObjectNodeDefinition
Merge Pull Request - Prevent hangs with table.Add
More linter based Lua fixes
More Lua fixes
Removed DColorMixer:TranslateValues
Removed useless calls to table.Copy in DListView
Use SetEnabled or SetDisabled
More robust Elastic value calculations, does not rely on integers for boolean inputs
Hide the settings option in the launcher to stop people obsessing over it
Fix exceptions in NavMeshToolbarWidget
Fix pipe tool not resuming the entire industrial pipe when switching active item / reconnecting (only was reconnecting the first 1-2 part)
Fix wire tool & pipe tool not saving color when disconnecting wire
Fix orange pipe looking blue when holding pipe tool out
Revert "Update a bunch of assets from kv to json"
This reverts commit bd0bfe1240a001e9a121f099e20edb4cfffe5f2c.
Upgrade those assets properly
Fix conversion from keyvalue to json asset being fucked
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Velocity alignment jitter fix & tone improvements
Make RPC errors more useful
Fix project changes not saving
Fresh metal bullet holes no longer look all rusted, and improved the edge and tone to blend better with underlying surface.
Harbor 1 dressing progress / finished the areas near the swing bridge