250,313 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Create .editorconfig Lets try and see if this does anything useful
4 Months Ago
Gunsmith: display weapon from data Configure a couple of attachment points, create prefabs for charms, fix FP charm vmat Gunsmith: Camera controls, add charm resources
4 Months Ago
Fix possible NRE in PlugIn.OnPaint Add some more shortcuts to graph editors * Ctrl+D: duplicate selection * Esc: Clear selection * F: Frame on selection
4 Months Ago
Catapult reloading interaction wip
4 Months Ago
Fix wolves dying when they see a prey before the navmesh is built
4 Months Ago
Phrase update
4 Months Ago
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4 Months Ago
merge from store-ui-frontiersman
4 Months Ago
Frontiersman store page localization fixes
4 Months Ago
Further reduce ore count density by 15% to match release values
4 Months Ago
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for LightBinner::InitFromParent and disable fog shadows Make sure this is properly inlined to never trash cache Make fog lights buffer persistent with the volumetric fog's lifetime
4 Months Ago
Fix error spam about animator param not found
4 Months Ago
Update: DPV stops all sounds when no longer simulating In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up. Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
4 Months Ago
Update: MovementSounds releases sound resources on disable - Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now Tests: ran in water. Killed self mid run to test onDisable - all good
4 Months Ago
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
4 Months Ago
better logic icon
4 Months Ago
Bugfix: Ignore sound fadeout requests on retired sounds Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic. Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
4 Months Ago
Frontiersman video
4 Months Ago
Button + Switches
4 Months Ago
GameObject,GetBounds() works with MeshComponent
4 Months Ago
Fix stat names
4 Months Ago
Door/Button previews
4 Months Ago
Mesh component center origin restores child transforms
4 Months Ago
Fix scene.get embedded nodes for non-target inputs https://files.facepunch.com/ziks/2024-10-02/sbox-dev_FG2liuGeku.mp4
4 Months Ago
Fixed broken collision mesh for rock_formation_huge_c
4 Months Ago
Add all properties of mesh component to sheet, filter the ones we don't want
4 Months Ago
Reverted recent godrock changes to fix terrain gaps
4 Months Ago
let dpv be picked up with fuel and give you the fuel if you do
4 Months Ago
Bradley logs wrapped in unity editor checks
4 Months Ago
LightBinner::InitFromParent and disable fog shadows
4 Months Ago
Tweak operator node sizes to match input count https://files.facepunch.com/ziks/2024-10-02/sbox-dev_Nv5hjvflDz.png Clean up resource.ref / scene.ref node titles / descriptions https://files.facepunch.com/ziks/2024-10-02/zZzwIo8N8R.png
4 Months Ago
using parallel call to populate water flow from shore vectors
4 Months Ago
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4 Months Ago
Add Widget.GetWindow()
4 Months Ago
main -> release
4 Months Ago
not serializing flowmap, we can just generate it on load
4 Months Ago
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out Tests: noclipped around Craggy with audio recycling logs on - no NREs
4 Months Ago
merge from main
4 Months Ago
merge from world_update_2
4 Months Ago
bucket with no lid vmdl added
4 Months Ago
added additional checks to dpv mounting to make it harder to get stuck
4 Months Ago
Itemstore links
4 Months Ago
merge from main
4 Months Ago
Use EditorWindow for FileDialog parent here, fixes component type selector crash
4 Months Ago
Parent merge
4 Months Ago
Merge from main
4 Months Ago
Disable underwater blur when using underwater_cinematic convar
4 Months Ago
Added prop opffset support when holding a left hand dominant entity
4 Months Ago
Leaderboard backup, run #14356
4 Months Ago
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows) Added option to only apply hand aiming while in ADS