257,433 Commits over 4,018 Days - 2.67cph!

6 Minutes Ago
execute perk explosion perks etc
Leaderboard backup, run #18197
1 Hour Ago
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
2 Hours Ago
Rename legacy tonemapper to linear, upgrade existing ones using legacy to HableFilmic
3 Hours Ago
LTC Area Lights experiment Iterate area lights https://files.facepunch.com/sampavlovic/1b1111b1/sbox-dev_hPxsPa4Lmq.mp4
3 Hours Ago
Unsaved
3 Hours Ago
exploding barrel fix chest glow more dodge perks, tweak player heal/dmg rpcs more perks, player SetScale combustion perk, any enemy can explode enemy exploding lerp scale exploding anim
3 Hours Ago
Better vine visual rotation handling, use burst cloth for now
6 Hours Ago
Baseline
Today
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
Today
Rough process for preventing multiple vines from overlapping when parked
Today
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Today
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Today
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
Today
Merge from main
Today
sunkenknife 4k textures and material
Today
Bugfix: don't leak WaterLevel's persistent allocations Currently only allocating on Server, since no other code actively relies on this. Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
Today
update manifest for icon
Today
viewmodel prefab setup
Today
adjusted sunken knife icon updated prefabs
Today
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bee_ux_improvements -> main
Today
Bow setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_bow anims - tweaked 3p anims so fingers place correctly on string at rest and when aiming
Today
missing files
Today
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
Today
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
Today
Optim: use persistent buffers inside GetWaterInfos - Still have a TODO on managing their lifecycle - imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in) Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims. Tests: ran unit tests
Minor quest balancing Fix tooltips clipping off the top of the screen Networking interactable and placeable fixes Only run console commands in the editor Direct To Storage skill networking fix Added chat bubbles above players when they speak https://files.facepunch.com/CarsonKompon/2025/March/10_16-56-InternationalAllensbigearedbat.mp4
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
Today
Optim: replace WaterInfo resolving amnaged loop with a Burst job 1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms) Tests: ran unit tests
Today
Optim: use Burst jobs to process results from GetIgnore entity heads Only one managed loop left Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
Today
Clean: replace a magic number with a named constant Tests: unit tests
Today
Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
Today
Minor clean ups Update gmod.code-workspace (Remove full paths) Remove player jingles/impulse 202 Fixed DTextEntry autocomplete menu not inheriting skin Prevent potential crashes to do with traces on models Added ip_steam Exit SRCDS (with a message) if GSLT is invalid or expired Added some new options to `render_sprite_trail` `constrain radius to length` and `ignore delta time` Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO Mitigate invalid vehicle scripts causing crashes
Interpolate beam target
Networked applied force
revert_project_file -> main
Correct one
Today
Optim: recache water heights from WaterVolumes using a Burst job - also fixes a bug with invalid indexing that I introduced earlier today Tests: unit tests
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Today
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes Noticed a bug while converting internal logic to burst job that wasn't picked up by test Tests: ran unit tests, now correctly detects an issue - will fix next.
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Today
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
Gluon Gun: Reduced base damage from 12.5 to 10
GluonWeapon: If valid, draw box around target
Today
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
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Today
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