248,556 Commits over 3,928 Days - 2.64cph!

4 Hours Ago
Leaderboard backup, run #16297
4 Hours Ago
- Comment updates - Fix animations having lower than normal playback speed
5 Hours Ago
Leaderboard backup, run #16296
Today
Init AssetPickParameters_t defaults
Today
Fix gizmo tests not initializing camera
Today
GizmoSceneTest uses SceneRenderingWidget
Today
SceneRenderingWidget manages its own gizmo instance
Leaderboard backup, run #16287
Leaderboard backup, run #16286
Today
Disable gizmo push until I figure out what's wrong with it
Today
Make sure things using scene rendering widgets calls Scene.EditorTick
Today
Push gizmo scope in Scene.Push - Allows for gizmo rendering in SceneRenderingWidget.PreFrame Don't call Scene.PreRender in SceneRenderingWidget, it's the job of Scene.EditorTick to call this so we ran the risk of this being called twice
Today
Render to widget example in widget gallery uses SceneRenderingWidget
Leaderboard backup, run #16277
Yesterday
music misc curses curse difficulties more difficulty player sprites
Yesterday
Generated csproj LangVersion 11 -> 13
Yesterday
lr 300 - v4 exports, anim naming updates, override controller set to use udpated anims
Yesterday
Changed all siege weapon constructable colliders layer to Deloyed
Yesterday
Hide code compile notice when NotificationPopups is false instead of clearing them, in case notification sounds are enabled (was this by design?)
Yesterday
Reimplemented heavy players dismounting Now only checks when the players weight changes instead of every frame
Yesterday
Specify input type to SerializeToNode when serializing game resources - Fixes Type not being serialized in game resources
Yesterday
Tweaked horses drowning damage
Yesterday
Fixed catapult detailed collider scaling issue
Yesterday
Apply era restrictions to recycler output so you can't recycle items to get blocked items
Yesterday
Enforce era restrictions onto loot tables - likely will have custom loot tables but this prevents any items squeaking through - caches valid items for each era in loot tables, resets when era is modified
Rin
Yesterday
Improved deployment
Yesterday
Only have one version of FloatSlider in sandbox.tools, delete the one in property editors
Yesterday
merge from primitive
Yesterday
Fix behavior when deserializing fields with code defined initializer Partially reverts: 3ce2d74fbd9effd2d280d1a59c9029f4b0a5c387 Added a bunch of tests
Yesterday
Use float control widget in curve editor Delete FloatProperty
Yesterday
Undo some of this json stuff for now. Has a lot more edge cases than I thought.... Display default name in TilesetTileControl when tiles are unnamed AutotileBrushListControl no longer shows add button when inspecting the asset, only in the Tileset Editor Implemented "Inherit Autotile From" setting, display inherited autotiles in the brush list https://files.facepunch.com/CarsonKompon/2024/December/20_10-14-LoathsomeWhale.mp4 Remove "NOT IMPLEMENTED" text from 15 tiles since it is implemented Add a few NRE checks for niche edge cases AutotileBrush.Tileset reference to associated Tileset. Fixed a few more edge cases TilesetResource.GetAllAutotileBrushes() now returns new copies of the inherited brushes instead of the original brushes themselves, referencing tiles from this tileset in the same positions.
Yesterday
Trumpet tree tweaks
Yesterday
Changing Terrain.MaterialOverride updates mesh if it exists, Facepunch/sbox-issues#7180 Update Terrain buffer when transform changes, resolves Facepunch/sbox-issues#7192
Yesterday
Jungle forest trees / trumpet tree /cecropia / LODs and textures
Yesterday
- Ensure arrow states are kept in admire - Ensure each reload state resets the rotation timer (still needs more work)
Yesterday
Horse drowning damage
Yesterday
Don't transition to idle after each fractional reload part
Yesterday
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
Yesterday
Reduce fractional animation time so the transition to the end state is more apparent
Yesterday
Subtracting 109845 (workshop normal fix)
Yesterday
Arcade Arena Map https://sbox.game/facepunch/c_arcade
Yesterday
Delete citizen_2023-03-06.fbx
Yesterday
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
Yesterday
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 3 and 4 in minicrossbow view model prefab.
Yesterday
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 1 and 2 in minicrossbow view model prefab. Also added 'viewmodel sway' and 'viewmodel lower' scripts.
Yesterday
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Yesterday
Update .gitignore Create Input.config Update some animation stuff Use animgraph on player
Yesterday
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Yesterday
Fix save/save as not working as expected with prefabs, default to location/filename of existing source if one exists Tweak editor File menu, make actions more context aware/prevent in dodgy circumstances Improve readability of File > Open Recents menu, show correct icons for type
Yesterday
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation