250,398 Commits over 3,959 Days - 2.64cph!

4 Months Ago
merge from item_pooling
4 Months Ago
Replace .source2/ with .sbox/ Revert "Redownload package manifests if they're dodgy instead of breaking a download" This reverts commit 4ea8058ad72c4c3a9c9d2c29e0c76f78d1a9edcc.
4 Months Ago
Added Water Footsteps/Particles
4 Months Ago
merge from world_update_2
4 Months Ago
Make sure we've got the right package version installed, update if not Bin global tools package cache, replace with per-project store Redownload package manifests if they're dodgy instead of breaking a download Fix pinned version # getting dropped when installing package Prevent trying to install different versions of the same package Add manual cloud asset updating Update asset package refs when updating dependency, fix when broken (yuck) Basic 'in project' filter for installed cloud assets, show as asset location Check revision matches when we're checking for an installed package at a specific # Don't redownload a package we've already got installed Catch possible NRE This isn't needed anymore Add .source2/ to gitignore template If package is on disk just use asset directly when dragging into scene Update existing refs in GameResources when updating package Normal GameResource processor uses versioned idents too Consistently sort reference lists alphabetically so diffs aren't so mental to read Only update references inside project assets folder Avoid walking into a LoadResource exception, we don't really care that much Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs Show remote/latest version info, incl version id, in PackagePopup
4 Months Ago
Merge from underwaterlights (max depth darkness toned down)
4 Months Ago
Tuned max depth darkness down further.
4 Months Ago
caves - need another pass to finish with overhang rock in some scenes
4 Months Ago
further progress
4 Months Ago
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
4 Months Ago
Fix player not always jumping out of a dive when pressing space
4 Months Ago
Added Dive/Slide particles Made it so you can't cancel a Dive mid-air Added short Hop when left clicking while sliding from a dive Diving into a jump pad will cancel the dive. Sliding to a halt will cause you to exit the sliding state
4 Months Ago
flip the axis lock
4 Months Ago
turn off shooters in playground
4 Months Ago
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
4 Months Ago
LookAt Component with axis lock
4 Months Ago
Fix Pause Menu not being able to unpause properly Fix WallJump making you jump a nearby wall when grounded Improved the wall slide and fixed Ability.HasGravity Added wall slide particles (will look a lot better once there's an anim) Remove some logs Exit running state when running into a wall
4 Months Ago
Update: Audio RPC codegen Missed in my previous commit - support for audio.enablesoundpooling. Tests: enabled the switch at runtime, produced assertions (expected)
4 Months Ago
Update: RPC Codegen Somehow missed it despite generating previously. Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
4 Months Ago
cliff_hills_large_e tighter anchors to fix terrain holes
4 Months Ago
Cliff_tall_d fixed terrain holes
4 Months Ago
sbox charm added, pixel charm removed
4 Months Ago
Merge from underwaterlights
4 Months Ago
Falloff tweaks. Brighter shallows.
4 Months Ago
merge from main
4 Months Ago
added wood_a2 blend + cardboardbox updates
4 Months Ago
Fixed Facepunch/sbox-issues#6518
4 Months Ago
Ensure vendor grabs correct direction for peek
4 Months Ago
Bullet shooter and mover
4 Months Ago
Merge: from soundmodulator_leak Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling). Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
4 Months Ago
Merge from underwaterlights
4 Months Ago
Merge: from main Tests: none
4 Months Ago
v2 tuning of underwater.
4 Months Ago
merge from world_update_2
4 Months Ago
scaling flow forces with shore distance (needs more tuning)
4 Months Ago
Update: Add console switch to enable sound pooling - Disabled by default while I'm investigating ongoing NREs in the area Tests: spawned 20 scientists and killed them. Ran around placing 100 barricades. Cut down 2 trees. Telemetry showed no pooled sound modulators.
4 Months Ago
Travelling vendor calculates the correct starting distance
4 Months Ago
edited blunderbuss viewmodel animations to prevent the shoulder clipping into view because the FOV and positioning of the gun was changed.
4 Months Ago
water treatment plant
4 Months Ago
Tin can alarms can no longer be picked up without building privileges
4 Months Ago
world_update_2 -> main (print statement was annoying!)
4 Months Ago
Removed spammy debug print statement
4 Months Ago
world_update_2 -> main
4 Months Ago
radioactive_water -> world_update_2
4 Months Ago
Bubble up rads called on server only
4 Months Ago
4 Months Ago
turf shell mat update
4 Months Ago
Ensure patrol helicopter will crash at new Radtown and Mining Outpost
4 Months Ago
Fixed Facepunch/sbox-issues#6517