248,649 Commits over 3,928 Days - 2.64cph!

25 Days Ago
Enhanced mine https://files.facepunch.com/tony/1b0411b1/sbox-dev_tBUWj7kgIu.mp4
25 Days Ago
Fix mine damage NRE
25 Days Ago
WIP restart server at 4am local machine time, check for >=22 hour server uptime and do not restart Staging servers (env || hostname) start the timer 10 minutes after the server is up and repeat every 5 minutes Separate rcon logic and serverinfo loop out of ConsoleInputBar and into separate class CommandManager. Swapped out usages in RunServer.cs. Finished up the CheckForServerRestart functionality. Confirmed the project still builds Was accidentally using DateTime.UtcNow instead of DateTime.Now Change the time check to prevent the extremely rare edgecase of the server attempting to restart twice Use the global cancellation token in the CommandManager, don't make a new one CommandManager takes CancellationToken, not source Rename CommandManager to more suitable ServerRcon rename vars, too Double time window to ensure we restart and store DateTimeOffset of when restart was last requested Attempt to restart multiple times if we failed due to an exception Log any errors Minor changes Merge pull request #6 from Facepunch/server_restarts Server restarts
25 Days Ago
Minor changes
25 Days Ago
reverting 108949 - caused compilation issues
25 Days Ago
Bring back external changes detected dialog, move to interface event Assets added at runtime can be loaded into promises/missing resources again Move prefab instance reload logic out of ResourceLoader Clear selection when reloading SceneEditorSession
25 Days Ago
Don't allow double activating/deactivating cards Comments / cleanup
25 Days Ago
Arena one updates
25 Days Ago
Change glass cannon card stats a bit These shouldn't be properties
25 Days Ago
Lowest HP stat possible is 1
25 Days Ago
Fix for abilities
25 Days Ago
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25 Days Ago
Fix overriding SSR with a black texture when it should be initialized with a translucent one
25 Days Ago
in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders
25 Days Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
25 Days Ago
Clean: further comments Tests: none, trivial change
25 Days Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
25 Days Ago
Refresh Button Move punch card Balance couple cards
25 Days Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
25 Days Ago
add shader_lighting test scene shader SSR test scene
25 Days Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
25 Days Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
25 Days Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
25 Days Ago
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25 Days Ago
Remove redundant allies vislog
25 Days Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
25 Days Ago
Add vislog to confirm that fallback roam EQS works correctly
25 Days Ago
Combining back wheel of ballista base
25 Days Ago
ruin_a backup
25 Days Ago
merge from fix_swamp_water_reflection
25 Days Ago
merge from main
25 Days Ago
prepatch phases, codegen and manifest
25 Days Ago
special spitter spitter elite special dont despawn enemy bullet if it kills player spiker special charger special
25 Days Ago
Leaderboard backup, run #15869
25 Days Ago
Fixed asset labels on all new shields, manifest
25 Days Ago
Only apply auto turret behaviour when actively bocking with the shield
25 Days Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
25 Days Ago
Update attack loops on reinforced shield
25 Days Ago
One more delete
25 Days Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
25 Days Ago
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
25 Days Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
25 Days Ago
Shore vector fix
25 Days Ago
Test map scene 2
25 Days Ago
Horse proper headlook setup, disabled old headlook
25 Days Ago
Horse mountable blend tree tweaks
25 Days Ago
Test map scene
25 Days Ago
Codegen
25 Days Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
25 Days Ago
Can quickly open the prefab from CardRow