248,883 Commits over 3,959 Days - 2.62cph!

35 Days Ago
Is47Tiles -> AutotileType enum with 4 bitmask types. GetAutotileBitmask now returns proper values for each type Basic 2x2 Edge and Corner bitmask implementations Fix PaintTileTool warning and NREs Can now change Autotile type after initially creating it, fixed all NREs that come with that change Changing Autotile Brush type now gives popup warning telling you its a potentially destructive change. Cleaned up a bunch of unused code Fix AutotileWidget not being created with unnamed autotile brush Fix brush type not serializing Fixed not being able to select brush while tile was selected in Tileset Editor Replaced separate create buttons with a single button that has a dropdown for brush type https://files.facepunch.com/CarsonKompon/2024/December/02_13-37-FrigidUintagroundsquirrel.mp4
35 Days Ago
Navmesh only run heightfield generator cleanup in task Navmesh generator cleanup is sub 10 microseconds, so not worth it to dispatch a task, since task dispatch overhead would be higher than actual compute.
35 Days Ago
Fixed clientside only entities being considered map created Fixed being disconnected from sv_lan servers due to recent changes Entity:FollowBone doesn't check the boneID argument if given NULL Fixed Mega Gravity Gun not being able to pick up flesh Remove cheat flag from cl_wpn_sway_scale Added sv_quota_stringcmd_kick
35 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler Remove sdf.hlsl (until we meet again 🫡 )
35 Days Ago
Broadcast combat sound instead of just playing on the host Added ready up sound Collect halves_won, rounds_won stats Kills, Deaths stats Played card stats Ability activation stats Stats for each card type, card name Record game wins/losses via stat
35 Days Ago
few hoover things
35 Days Ago
few asset fixes
35 Days Ago
Quick ability fix
35 Days Ago
Only progress if all players are ready
35 Days Ago
Preparation phase is ready-up based instead of time-based
35 Days Ago
Add bark and footstep audio to new jump anim
35 Days Ago
Fixed Playing On text
35 Days Ago
Update AbilitiesUI.razor
35 Days Ago
Removed separate run/walk/duck speeds. Just have speed, then a slow walk speed
35 Days Ago
Arena 1 rework
35 Days Ago
Events for controlling wish velocity, if we can jump, if we can shoot
35 Days Ago
Plunger vert colour adjustment
35 Days Ago
Hook up Mixer.Solo
35 Days Ago
Ice skates spawn much rarer
35 Days Ago
Increase damage effects Add ice skates, friction control stats Bullets come out of the camera, but effects come out of the gun
35 Days Ago
TextEntry: Prevent brief caret selection of placeholder text, fixes Facepunch/sbox-issues#7087 Tweak TextEntry selection behaviour to match modern browsers
35 Days Ago
Update Facepunch.ActionGraphs * Fix display info of constructor node result output Sort filtered node query by relevance https://files.facepunch.com/ziks/2024-12-02/sbox-dev_02cGbJAziV.png Make it easier to find constructors for Vector3 etc Applies to constructors that were already [ActionGraphNode]s Facepunch/sbox-issues#5624 Make node queries less strict https://files.facepunch.com/ziks/2024-12-02/sbox-dev_jj1QWkPK4U.mp4 Fixes Facepunch/sbox-issues#7024
35 Days Ago
Fix potential infinite loop in navmesh generation Fix navmesh geometry collection physicsworld NRE
35 Days Ago
siege tower ladders lod and x form fixes. wheels added to guide mesh
35 Days Ago
Fix for ability effects
35 Days Ago
Fixed ability networking
35 Days Ago
merge from main
35 Days Ago
Reduced car radio to T1 workbench and crafting time to 15 seconds.
35 Days Ago
Hook up Mixer.Mute
35 Days Ago
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
35 Days Ago
Merge from main
35 Days Ago
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
35 Days Ago
Docs Fixed showing the wrong opponent client information in CardPhasePanel
35 Days Ago
Fixed proxy logic
35 Days Ago
Stripped out the initial towing test code
35 Days Ago
Ability stacking, can only use the last ability in a row
35 Days Ago
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
35 Days Ago
Instant heal ability, OnCardPlayed event
35 Days Ago
InputHint, Abilities UI
35 Days Ago
Horses dung system Fixed dungTimeScale convar not scaling dung production Disabled air time temp ragdoll for now
35 Days Ago
Fix NavmeshGeneration performance regression caused by 51c5e14 Navmesh generator cleanup now runs in parallel Heightfield span pools are no longer freed after a completed generator run, instead they are returned to the freelist and reused. Disposing of the generators now waits for all active generator tasks to terminate.
35 Days Ago
Implement wolf headress effect on wolves
35 Days Ago
Ability cards working, add immediate reload card w/ ability - need to add ability UI next
35 Days Ago
CardAbility skeleton
35 Days Ago
Add Scales card that increases gravity
35 Days Ago
Code gen
35 Days Ago
shield 3rd person attack anim split into 3 parts
35 Days Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
35 Days Ago
Bugfix: Avoid double-recycle of sounds when pooling is disabled - switched to checking recycle time it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable Tests: none, but super-confident about the theory
35 Days Ago
Use the correct connection for Card.PlayedBy