19,632 Commits over 4,018 Days - 0.20cph!
Add TextureGenerator boilerplate
KeyValuesToJson
Add Material.Shader
Add TypeLibrary.CreateProperty, Obsolete SerializedProperty.Create
TypeLibrary.CreateProperty takes attributes - allowing further customization
Make ParseToJsonObject public
Add Asset.SetInMemoryReplacement, ClearInMemoryReplacement
Pass on description, title, source info to property
Widget.Parent checks for valid
Fix warnings
Delete ResourceConverterFactory, ResourceJsonConvert
safe to pick to main
Add TypeLibrary.Current
Add TypeLibrary.Current
Remove hacky Scene.IsWaitingForLoad
Give NavMesh a proper place to generate during loading (after everything is loaded)
Fix TypeLibrary.Current not working
Delete ResourceConverterFactory, ResourceJsonConvert
safe to pick to main
Add TypeLibrary.Current
Add TextureGenerator boilerplate
Don't "step down" when on a dynamic physics object (let physics work)
Stomp z velocity when stepping down
Stomp z velocity when stepping up
Rebuild content
Rebuild shaders
Don't reset the menu environment when you quit a game, so you're on the same page
Allow TryJoinLobby to be called only once at a time
Disable play button when joining a game, so we can't keep pressing it
Fix disconnect message showing "Unknown Player"
Print in console when client connects/disconnects
Add player count to DedicatedStatus
Add extra info to snapshot analytic
Rename SceneNetworkSystem.LoadScene to LoadSceneBroadcast
Remove Nav_WaitBuild, make it a LoadingTask instead - there's no reason this should be special
Fix fov in settings not working
Don't try to play voice on dedicated server
Add sbdm.maxdecals
Throw assert if calling GetAmmoCount with null AmmoResource
Fix network thread choking itself out if no network system
Remove DebugOverlay.Sphere in PlayerController
Add OnParticleDestroyed to ParticleController
Aa some movement tests to quickscene
Tweak player movement
Add Collider.IsDynamic
PlayerController doesn't slip down slopes when standing still
Tweak ladder movement code, more grippy, faster
Add PlayerController.UseLookControls and PitchClamp and LookSensitivity
Add PlayerController.BrakePower
- Player will stop instantly when direction input
- Player will reach max walk/run/duck speeds
- Player will slow down quickly when switching from run to walk etc
Don't clamp Collider.Friction
Give gluon with giveall
Tripmine clip contents starts as 1
Process events from the dedicated server
Fix dedicated server on older terminals
Now I remember why I didn't add this > before
Add warning if we got a reconnect message not from the host
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
Dragging a prefab into an action graph creates a scene.ref node
Fix scene.ref thumbnail for prefab references
More informative / nicer display info for scene ref nodes
https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png
Add analytic to SceneNetworkSystem.GetSnapshot
Add Application.IsDedicatedServer
Dedicated server performance analytics
Launch sbdb with datacore
Merge branch 'master' into console_stats_overlay
Launch sbdb with datacore
Add maplist convar, use it to select the next map
Add analytic to SceneNetworkSystem.GetSnapshot
Add Application.IsDedicatedServer
Dedicated server performance analytics
Remove old dedicated textconsole
Use Rust console style, with 3 lines printed under instead of trying to maintain a footer (messes less with outputs)
Add warning if we got a reconnect message not from the host
Always show full exceptions to admins
Fix water shader scene name
Use Preferences.FieldOfView (fixes sbox-deathmatch/issues/44)
Halve explosion screen shake
Add kill command
Add giveall command
Add map command
Only print Building network files if we're building them
Add SBDM dedicated server launch option
Clean server startup, move command line convar setting logic
Make IRenderDevice.IsEmptyAPI const
Move network thread to Networking class, prevent crash on dedicated server close
Fix Game.Load not working because old game didn't close in time
Less recoil
Update gauss_impact.prefab
Clean up ParticleFloat parsing
Fix gradient error
ParticleConeEmitter - use ParticleFloats, emit within the base of the cone, add Velocityrandom, CenterBias, CenterBiasBelocity, VelocityMultiplier
Add sbdm.cheatmode, don't start with all weapons
Tweak player controller acceleration
Add PlayerController.AccelerationTime , DeaccelerationTime
Switch game on end
Hide warmup if GameConfig.GameLoop is false
Add spawncam to quicktest
Reduce playercontroller animator leaning a bit
Add Game.Load( gameident ), client reconnect
Allow turning off the gameloop with sbdm.gameloop 0
Tweak gauss impact
Game loop
Serialize ParticleFloat manually, so we can read as a constant float
ParticleEmitter.Rate is a ParticleFloat, allowing curve/time based emission rates
Add DebugOverlaySystem.ScreenText
Fix NRE in PlayerDamageIndicators when no attacker
Gauss impact effect
Tweak glock and mp5 recoil effects
Halve explosion shake duration
Add CameraSetup component to control camera effects better
Apply env shake using ICameraSetup, so we still shake even if we don't have a player
Place viewmodel using ICameraSetup, applies camera shake to viewmodel
Move camera shake effects to a GameSystem