248,651 Commits over 3,928 Days - 2.64cph!

37 Days Ago
Add command to make admin invisible
37 Days Ago
updated viewmodel mini crossbow anims
37 Days Ago
Fix NRE on native data
37 Days Ago
Be very careful about when we load assemblies in LoadNetworkTables Facepunch/sbox-issues#6984 Only warn once if Json serialization happens during a hotload Facepunch/sbox-issues#6984
37 Days Ago
Ensured towing visuals delete properly when the towing joint breaks
37 Days Ago
Extra delay timings
37 Days Ago
Fix memory leak in navmesh builder
37 Days Ago
Add cylinder obstacle
37 Days Ago
merge from siege_weapons
37 Days Ago
Fix catapult animator init mismatch between client/server
37 Days Ago
Set all siege weapon recipes to require 1 ingredient each, so nobody freaks out on reddit when seeing the placeholder values I pulled out of my arse two months ago Balancing will come later
37 Days Ago
Merge from ai_wolf_iteration
37 Days Ago
Catapult projectile throwing LOS checks Prevent projectiles being fired through constructions and such Added a server collider to the catapult arm Tweaked projectiles radius
37 Days Ago
Remove unecessary includes
37 Days Ago
Fix wolves facing the wrong way when moving, and sometimes spinning when they start to move (new issues highlighted by async pathfinding) Fix wolves hovering slightly above ground
37 Days Ago
Decrease await delay when checking for recording finish
37 Days Ago
Internal intersect events on physicsworld, no one should need them Make use of InvokeWithWarning
37 Days Ago
Catapult animation client/server sync
37 Days Ago
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet Don't return components on objects that are IsDestroyed Humans: skinning updates VR: init g_pVrSystem before finishing material system setup VR: check for headset in PreInit() instead of Init() UI: Expose UI.WorldInput.Hovered inside WorldInput component Upgrade remaining old vmdl files so I can delete all this legacy model code Humans: more skinning updates & prefab changes Merge branch 'master' of sbox Add Distance and Falloff to Voice Transmitter izIsSoft changes VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks Fix clothing using the wrong skin Fix HasUnsavedChanges being sucked into GameResource GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC) Change prefab icon color Add GameObject.GetPrefab( string ) AssetBrowserLocation tracks location type (code, assets etc) Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic Asset Browser: Improve navigation outside of project tree Path widget only displays what can fit instead of freely growing, hide rest behind flyout Ignore calls to Scene.Parent.set Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing which they do - like when creating attachments Add GameObject constructor which takes a parent Expose PerChannel<T>.Get and Set Print a list of new items in console after check out Uninstanced prefabs (#1708) Can retrieve components and child gameobjects from uninstanced Prefabs Asset Browser: streamline navigation flow Asset location presentation tweaks, improved path handling Initial path widget width because it starting off small is so very annoying Fix NRE in PrefabFile.PostReload Fix NRE in CloudBrowser Fix warnings Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949 Can DrawInstanced a number of instances without uploading data Remove unused asset browser node type Fix some Gizmo functions drawing an obsolete vertex object instead of nothing When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing. They now correctly draw nothing if an empty Enumerable passed. Fix asset browser NRE, default location stomping cookied path Disable undo/redo menu buttons when there's no active editor session Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles() Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985 Merge branch 'master' into navmesh-dynamic-obstacles
37 Days Ago
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
37 Days Ago
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
37 Days Ago
Ice shader update, smoother edge detection, parallax, and some frost on top
37 Days Ago
Spread navmesh obstacle updates across multiple frames
37 Days Ago
Fix asset browser NRE, default location stomping cookied path Disable undo/redo menu buttons when there's no active editor session
37 Days Ago
Enabled instancing on all materials.
37 Days Ago
Manifest
37 Days Ago
Merge from main
37 Days Ago
Safer TrainCar OnChildAdded behaviour Manifest
37 Days Ago
Fix entity cluster spawn logic being biased towards the smallest possible cluster size when respawning entities
37 Days Ago
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37 Days Ago
Fix exception when no permission to view package Release Brix IJSObjectReference properly
37 Days Ago
more cheer anims boss cheer
37 Days Ago
blend between two atmopsheric haze factors over height
37 Days Ago
Remove unused Sidebar on achievements page Fix package stats not updating Use ShowOnIndex var from PackgageType Can change org member permissions so they can invite and remove people
37 Days Ago
Leaderboard backup, run #15581
37 Days Ago
Merge from oxygen_qol_tweaks
37 Days Ago
Increased the depth required to be considered underwater for oxygen tracking purposes by 10% (85->95) This should mean oxygen will start getting consumed slightly later when submerging and should also help situations where oxygen is still depleting in turbulent conditions and part of the players view is above the water Added debug.waterFactorPrintout that pritns out the current depth level into chat for QA purposes
37 Days Ago
Fix exception from foliage tutorial change when entering play mode in the editor
37 Days Ago
Merge from ore_resource_optimisations
37 Days Ago
Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
37 Days Ago
Merge from shields
37 Days Ago
Fixed outlines on wooden shield and reinforced wooden shield world models
37 Days Ago
Fixed another case where spamming equip/unequip on a shield would throw an NRE
37 Days Ago
Fixed blocking flag staying on if the players shield is holstered or destroyed while blocking, was preventing input on subsequent held entities
37 Days Ago
Fixed shields not parenting properly
37 Days Ago
Fix initial rooms not revealing on the map Minimap Icons for certain room types Added Timer item which gives your bullets a "delay" (decel followed by accel) https://files.facepunch.com/CarsonKompon/2024/November/21_20-06-UnawareBluegill.mp4
37 Days Ago
Make it work for targeted player as well
37 Days Ago
Add MoveModeDefault, movement speeds defined in mode and can be altered by modifiers
37 Days Ago
Fixed being able to block while in debug cam
37 Days Ago
More tutorial stuff tweak intro scene water