219,545 Commits over 3,653 Days - 2.50cph!

7 Minutes Ago
Add units to ammo info panel Move spread below other ammo stats so it's easier to compare ammo types Add m/s as a unit
23 Minutes Ago
Change aimcone slider scale from 0-4, reverse slider direction Save info panels as disabled
26 Minutes Ago
added chainlink_fence_b + artdev developments
31 Minutes Ago
Fix slider range being 0-1 instead of 0-100
36 Minutes Ago
Fix weapon gather effiency not multiplying by 100 Fix weapon attack speed being 1 decimal point instead of 2
1 Hour Ago
Refactor previous code changes to be configurable in the prefab - can now switch between meters, seconds, degrees or percent in ui prefab - can configure decimal point override Split display of weapon mod "Accuracy" info into Aimcone, Hip Aimcone & Sway
4 Hours Ago
SteamAudio traces happen in c#, tweak reflection settings, tweak transmission settings
4 Hours Ago
Citizen - Mascot Skin New Mascot Skin with colour variations
4 Hours Ago
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4 Hours Ago
Show melee range as "-0.25m" or "+1.1m" instead of "1.5m" - probably going to change it to percentage instead Remove bar from attack range Fix melee attack speed bar going right to left
6 Hours Ago
Remove all references of OpiumSoundEvent, won't be needed
Today
Missed unsaved .cs file
Hook up separate viewmodel camera, hook up independent fov settings https://files.facepunch.com/tony/1b0211b1/sbox-dev_t3Xve3ReGZ.mp4
Today
Change Fire Rate & Attack Rate from "450" -> 0.13s - renamed attack rate -> attack speed for melee weapons Change Gather from "30" -> 80% - don't show gather speed, only show gather efficiency % Change Accuracy from "4" -> "0.2° - 1.8°" - shows min & max aimcone value based on recoil - old value only took into account the bullet's accuracy, not the weapon's accuracy Add meters on the end of range (450 -> 450m)
Fix not being able to open the player prefab
Today
Tweak upload paths Skip non public packages in charts Add some more material and model categories Remove contest package type, which we turned out not to need Update manifest upload path Tweak image upload path
Leaderboard backup, run #10012
Today
Add upload queue for demos Rate limit the uploads to avoid saturating server's bandwidth
Added BP icon if a BP is being sold Fixed bug causing BP to be added to both selling and currency tooltip
Fixed boat vendor again - I could've sworn I've fixed this 3 times already
Fixed bug causing RustText to not be enabled on listings taken from pool Market terminal no longer allocates to allow clusters to be clicked
Today
tutorial end cinematic audio tweaks
Today
Large Furnace: Nudged bounce light distance down a tiny fraction to fix a little ground bleed.
Today
Disable audio reflective until I can fix it (snd_steamaudio_num_bounces 16 to enable)
Today
Fixed merge fuckery in flare material.
Today
Mixing thread locks the c++ sound mutex when mixing
Yesterday
Tweak audio sample function so we can find out why it's crashing
Yesterday
Also include changeset & hostname for debugging
Yesterday
Include network protocol in demo header
Yesterday
viewmodel foregrip attachments added https://files.facepunch.com/rickgreeve/Screenshot_1.jpg https://files.facepunch.com/rickgreeve/Screenshot_2.jpg
Yesterday
Fix sound system going silent after playing local sound in the middle of your ears
Yesterday
Disable error reporting in test mode Fix NRE in SoundPointComponent when SoundEvent is null
Yesterday
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Yesterday
Merge from main -> full_server_demos
Yesterday
Fix not using FreeList() when adding proper pooling
Yesterday
Fix mixing thread crash
Yesterday
merge main -> analytics_pooling_refactor
Yesterday
Fix ShaderGraph input editor width regression https://files.facepunch.com/ziks/2024-03-01/sbox-dev_zPHxuj7Wy8.png
Yesterday
TTT: Code clean ups (Community Pull Request) Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
Yesterday
Fixed GraphView.SelectionBox
Yesterday
TypeLibrary.GetType( name, baseType ) To compliment GetType<T>( name ) Component.JsonRead: don't ignore component_type Fixes some of the bugs that #1449 will fully solve
Yesterday
TTT: Use new game.CleanUpMap argument
Yesterday
TTT: Fixed can_rag_pin_inno overwriting can_rag_pin in Magneto Stick (Community Contribution) Fixed func_breakable_surf crashes on spawn Added a warning when C_OP_WorldCollideConstraint gets insane values Fixed regression with nextbot pathfinding involving ladders Rookie mistake Fixed certain brushes not having any collisions on maps Better refcounting for model decal materials Clicking in the Paint tool UI will always bring up the paint tool Precache physgun materials Let's try releasing decal materials (and textures) on map shutdown Do not look for awesomium_process.exe on linux Reload default decals after clearing the entire list Added gmod_sneak_attack to disable HL2 sneak attack system Defaults to enabled naturally GM:PropBreak uses attacker, not inflictor for the player GM:PropBreak checks for physics attacker Prop physics damage tries to set correct attacker Owned combine ball (AR2) breaking a crate now has the correct attacker TTT: Code clean ups (Community Pull Request) Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
Yesterday
TTT: Code clean ups (Community Pull Request) Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
Yesterday
Performance now shows the max, instead of the average Tweak steamaudio reflection settings to tide people over until I move it to a background thread
Yesterday
Fixed text of game_text being cut off if too long Use string.StartsWith over StartWith Fixed regression with duplicated NPC being forced to drop to the ground Whip out Paint tool when selecting a decal Prevent errors with IconEditor and DAdjustableModelPanel with no entity Fixed problem counter not updating when problems are fired too early Adjustments to fallback main menu Enable asset:// for loading screens Fixed a bug with markup library Allow constraint.Keepupright on more entities Fixed a regression with Entity:NetworkVar Minor cleanups Added DMenuOption radio setting Fixed DMenuOption:SetChecked not calling OnChecked Read-Only file problem handling Allow right clicking in Bodygroup/Skin entity properties CreationMenu validates the panel it wants to parent to Workarounds around game.CleanUpMap() due to bad addons
Yesterday
Fixed regression with nextbot pathfinding involving ladders Rookie mistake Fixed certain brushes not having any collisions on maps Better refcounting for model decal materials Clicking in the Paint tool UI will always bring up the paint tool Precache physgun materials Let's try releasing decal materials (and textures) on map shutdown Do not look for awesomium_process.exe on linux Reload default decals after clearing the entire list Added gmod_sneak_attack to disable HL2 sneak attack system Defaults to enabled naturally GM:PropBreak uses attacker, not inflictor for the player GM:PropBreak checks for physics attacker Prop physics damage tries to set correct attacker Owned combine ball (AR2) breaking a crate now has the correct attacker
Yesterday
GM:PropBreak uses attacker, not inflictor for the player GM:PropBreak checks for physics attacker Prop physics damage tries to set correct attacker Owned combine ball (AR2) breaking a crate now has the correct attacker