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

2 Months Ago
Don't render crosshair if HUD is disabled
2 Months Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
2 Months Ago
Okay maybe don't do that bc it breaks fucking everything Minimap TAB view is zoomed out further Minimap based on Camera instead of Player
2 Months Ago
not trying to simplify the mesh to 10% anymore
2 Months Ago
Setup both client and server send methods
2 Months Ago
Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
2 Months Ago
Update: export worker threads in the json snapshot - Also fixed a bug I introduced in previous submit that led to sporadic exceptions Tests: exported 5 profiles in a row from Craggy in Editor, exported 2 in standalone, checked in perfetto
2 Months Ago
deferred mesh simplification - sculpture waits for a period of inactivity to schedule mesh simplification - mesh simplification is run in a background thread, while the unoptimised mesh is displayed immediately - handles multiple enqueued simplification requests with job dependencies, preferring wasted background computation over main thread blocking
2 Months Ago
Rocket setup
2 Months Ago
Run GenerateMap parallel so the loading UI doesn't freeze up during generation
2 Months Ago
Use ReplaceWith in WalkJsonTree instead of doing it manually
2 Months Ago
Clean up random tiles
2 Months Ago
Split up scene more Update SpriteTool
2 Months Ago
Update SpriteTools (should fix any shadow issues)
2 Months Ago
fixed compile errors
2 Months Ago
Camerbounds can controll ortho height Room switch gizmo and icon additional room
2 Months Ago
compile fix
2 Months Ago
Refinery: Add ambient light, place a few characters around in editor only mode Don't need flags on these
2 Months Ago
Reduce memory allocations in PhysicsShape::GetTriangulation Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg) Merge pull request #1693 from Facepunch/optimize-physshape-triangulation-allocations Reduce memory allocations in PhysicsShape::GetTriangulation Support for @ key razor attribute, Facepunch/sbox-issues#4103 InteropGen: Add IsError to resources Model.IsError propertly detects when we're error.vmdl Applying clothing correctly detects invalid models Fix jeans using the wrong model location Fix settings apply button not working Fix storage page Fix menu missing material Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on Fix Popup Panels not closing when in game (but worked in menu) Sausage toggle Left the wrong model enabled Body Group Fix Human Bodygroup adjustments - Clothing fixes Service update Save/load avatar to/from the cloud .Clothing fixes Some changes to time sync. Seems to fix Facepunch/sbox-issues#6865 locally. Needs re-test. Fix popup being orphaned when clicked on Set in_editor ub richpresence when in editor Popup supports AboveCenter Stop making the popups red! Friends in footer, delete friends list Change notifications to a real popup Start putting the party system back together Some additional troublesome Vulkan layer disables Update documentation for methods in INetworkListener to indicate that they're only called for the host. Add net_fakelag ConVar. It's working for both Steam Networking Sockets and TCP / local instance. Can also be changed in the editor like this https://files.facepunch.com/conna/1b1211b1/sbox-dev_jpOfxVrwEr.mp4 Also commit this important file Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders Hide "available parties" Update clothing Add NETSDK1138 no nowarn Make writing clothing more deterministic When dressing, if we have a citizen model - but not a human model, make clothing invalid Switch from net7 to net9 * Update your Visual Studio to 17.12.0! Make EnableFootstepSounds on PlayerController work Add Distance/Falloff to music player Resolve Fixed Update Issues Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players. Merge branch 'master' into navmesh-tiled Properly resolve merge conflict
2 Months Ago
Fix Sprite Flash Tint not being applied if set when disabled
2 Months Ago
Fix gameobject and component control widgets not respecting readonly attribute
2 Months Ago
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
2 Months Ago
Separate overload as not to mess with any existing game packages
2 Months Ago
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly.
2 Months Ago
Greatly simplify how we render stuff based on being firstperson/thirdperson, should be very solid now
2 Months Ago
Use JsonObject.DeepClone() instead of Deserialize<DeepClone>
2 Months Ago
Fixed up weapon visibility in thirdperson
2 Months Ago
Update: record marks from worker threads - Had to leave allocation tracking enabled for main thread only - there's a comment explaining why Need to implement export for worker threads - that's next Tests: exported snapshot from Craggy in editor and opened in Perfetto
2 Months Ago
Prefix debug methods and props with debug
2 Months Ago
Resolve Fixed Update Issues Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players.
2 Months Ago
Add Distance/Falloff to music player
2 Months Ago
NavMeshAgent improve ground detection trace In case our ground trace has multiple results pick the hit closest to the original navmesh position
2 Months Ago
Update backgrounds for map scenes
2 Months Ago
Linux: Add precompiled binaries libsteam_api.so, libGameNetworkingSockets.so, libpng.a and libdxcompiler.so because we don't compile them ourselves.
2 Months Ago
Linux: Various little #ifdef fixes regarding Linux specifics, C++20 and a strange macro definition of "None" Linux: Use GNU++20 instead of C++20 because the code is making use of some GNU extensions in macros
2 Months Ago
Server sends world parameters
2 Months Ago
Read world parameters from server
2 Months Ago
Add a comment r.e. timedelta and timescaling so we dont get confused later
2 Months Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
2 Months Ago
Update: generate snapshots under server root Tests: exported in editor, found in the right location
2 Months Ago
Use this to avoid confusion
2 Months Ago
Map Refactor, remove MapDefinition, use MapInformation as Scene metadata, pass scenes around instead of wrapper Remove .map files
2 Months Ago
re-added early exit on flipped check loop
2 Months Ago
Make EnableFootstepSounds on PlayerController work
2 Months Ago
Switch from net7 to net9 * Update your Visual Studio to 17.12.0!
2 Months Ago
minor cleanup and crunching meshes down for 20% reduction
2 Months Ago
Rename Casual Defuse to just Defuse, remove helmet/defuse kit defaults
2 Months Ago
Don't need this shit NRE get_IsLocalPlayer fix Possible fix in GameModeObject ScreenShake.FOV fix PlayerStatsRule NRE fix
2 Months Ago
Clean up Fonts Better restart
2 Months Ago
Remove test code