249,450 Commits over 3,959 Days - 2.63cph!

52 Days Ago
various VFX adjustments
52 Days Ago
CommunityNewsBox: add icon prefix before comment count
52 Days Ago
Add a bunch of stats to ingame console
52 Days Ago
Fix clip distance when under water Fudge water shader reflection UVs to fix gap
52 Days Ago
Human Hair Update
52 Days Ago
cleanup - separating MarchingCubes and NativeMeshSimplification into separate namespaces and compartmentalizing them better
52 Days Ago
Enable #nullable Playing around with a water shader
52 Days Ago
Add tags from world object to chunk SceneObjects
52 Days Ago
missing files
52 Days Ago
removed the prefab just made updated ians worldmodel prefab with new mesh renamed VM fbx to be more consistent with prefabs
52 Days Ago
Simplify networking options in header bar in editor - drop down options in Network for Simulate Lag, Lobby Privacy
52 Days Ago
merge from Hazmat Plushy
52 Days Ago
mini cross bow world model lods and basic prefab setup w some scripts
52 Days Ago
Update: adding source code
52 Days Ago
waterpump_minimum_depth_change -> main
52 Days Ago
Reduced required minimum depth on water pump so that its usable in the new rivers
52 Days Ago
Fix typo
52 Days Ago
propane_stack_size -> main
52 Days Ago
Update Propane Tank stack size from 5 -> 20
52 Days Ago
Initial commit
52 Days Ago
merge from localcoord-blend-layer
52 Days Ago
Optimize navmesh geometry collection by fully utilizing the BVH of a physics mesh
52 Days Ago
Merge: from profiling_improvements - Moves core of ServerProfiler to an unmanaged DLL - this deals with various mod issues and massively reduces recording overhead (less than 10% vs previous up to 7x). - Snapshot marks are prefixed with assembly name Tests: - 3 times in a row: Generated snapshot in editor on Craggy - 5 times in a row: Generated snapshot in Release standalone server with 6k world and 190k entities (with borked and good harmony mods) - 3 times in a row: Generated snapshot in Debug standalone server with 6k world and 190k entities (with borked and good harmony mods) - Built Wint64 client (debug and relase); booted up release
52 Days Ago
Set battering ram gibs mesh to read/write enabled Updated gibbable component
52 Days Ago
Clear volumetric fog texture on creation, this seems to could've caused problems even back on Alyx but issue is bigger now that we don't write to all volumetric fog froxels at once Fix ClearUnorderedAccessViewUint not clearing properly for Texture2DArray and Texture3D
52 Days Ago
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52 Days Ago
Mini crossbow icon render setup and icon
52 Days Ago
Update: Avoid shipping ServerProfiler to clients - Done by deleting the dll after it's built Tests: Build Win64 Client Debug and Release - no more dll
52 Days Ago
Update Catapult Flammable Ammo Textures and LODS
52 Days Ago
cherrypick aux2 fixes
52 Days Ago
Handle TcpSocket not being able to start more gracefully
52 Days Ago
Auto Switch to Best Host Candidate (#1705) Previously anyone could be assigned as a host when the host leaves. Now we'll score lobby members by their average ping and average connection quality to all other peers and use that score to determine who to give the host to. When a host leaves, we'll try to find a good candidate and set the owner immediately first, but if that fails, it'll happen the next time someone is automatically assigned to be the host. Previously, a connecting client could be assigned the host, but this is no longer the case as clients must be fully connected to be considered as a candidate. In addition, we'll periodically attempt to find and change to the best host candidate. This particular behavior can be disabled per project or per lobby.
52 Days Ago
Stop reloading cookies, history etc whenever the asset browser becomes revisible Move project-aware location logic to AssetBrowserLocation, special cases for Core/Citizen, use root title in path widget Refresh asset browser sidebar, hide built in content behind 'Show Base Content' toggle FindProjectByDirectory prefers closest match in case of nested project paths (eg libraries) Disable ShowBaseContent by default Fix long FolderNode labels getting cut off early Selecting sidebar node for current location works with all node types
52 Days Ago
Add server tags as LobbyInformation.Data
52 Days Ago
Remove this log
52 Days Ago
Update UI button prompts to show controller glyphs when playing on controller
52 Days Ago
Fix vox category
52 Days Ago
launcher reload bug fix attempt 1 + dryfire additions/improvements
52 Days Ago
exported wolf attack ledge animation
52 Days Ago
Update SpriteTools Add Crosshair visual to WeaponComponent Fix LeaderboardPanel Sorting Update Input Actions + Crosshair tweaks Improve controller support Can now optionally aim/fire with arrow keys
52 Days Ago
Some tidy up, improvements to algo
52 Days Ago
Convar
52 Days Ago
Die if health is 0 Destroy Observer when respawning Update PlayerController to latest * Update animation wish_ vars * Delete RigidBody/Colliders on delete instead of leaving them invisible * Store colliders on their own child GameObject so they can have isolated tags Update player.prefab
52 Days Ago
Fill in PlayerController ref
52 Days Ago
IsValid checks in PlayerInteractor
52 Days Ago
drawbridges door prefabs and setup, anim controllers
52 Days Ago
Ammo/reloading Fix player not dying when health is 0 Fix player respawning hundreds of times PlayerController creates colliders on a child object, can have set collision tags Flesh impacts Update player.prefab Add TraceAttack, ignore playercontroller colliders, use hitboxes Update ViewModel position in PreRender
52 Days Ago
Optimize navmesh generation by pooling generators (#1703) This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
52 Days Ago
Reset room Use new leaderboard tag Gizmo on moving platform Room tweaks
52 Days Ago
Fade sepia effect instead of popping in and out, expose to AG