257,817 Commits over 4,018 Days - 2.67cph!

6 Days Ago
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
6 Days Ago
Revert "Tweaks to get r2r in the right place" This reverts commit 87fc48564e379f6392c29f266c562644054deb09.
Leaderboard backup, run #18101
6 Days Ago
Unsaved backups
6 Days Ago
Make skinned render bounds more accurate https://files.facepunch.com/layla/1b0711b1/sbox-dev_AgyUKwD7iH.mp4
6 Days Ago
boss charging charge out of bounds rebound boss healthbar boss jumping boss shockwave boss death victory enemy celebrate
6 Days Ago
Flag DepthNormal prepass as a depth pass ( scenesystem optimization ) but don't override it's material since we output to color
6 Days Ago
First set of refinements to the rest of the slash details
6 Days Ago
concrete_trim_02_paint_blend
6 Days Ago
v_mp5: fire additives subtract from their last frame instead of their first frame. This is because the first (0th, really) frame already has the finger pressing on the trigger... exploiting how, in the animgraph, the fire anims blend in over 2ms, meaning the action is instant instead of a full animation frame (33ms)
6 Days Ago
Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg
6 Days Ago
Fix master swarms not killing themselves after a period of time without a target
6 Days Ago
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
6 Days Ago
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x Fixed UI displays, is now in line with other harvesting teas
6 Days Ago
Fixed harvesting tea not applying to every resource when harvesting
7 Days Ago
Possible alternate spoiling food stacking rule: add server.normalisedFoodSpoilTimeStackThreshold convar If both food items have a normalised spoiling amount greater than this convar, they will be allowed to stack Default to 0.9, meaning that raw meat can be stacked in the first 36m of it's life and cooked meat can be stacked in the first 2 hours (and change) of it's life When food stacks like this the more spoiled item takes priority so some life will be lost from the fresher meat Should help some unfotunate stacking side effects when harvesting meat
7 Days Ago
Tweaks to get r2r in the right place
7 Days Ago
Get rid of a log I left in
7 Days Ago
Merge from main
7 Days Ago
revolver skin description fix
7 Days Ago
▌▊▌▉▆▊
7 Days Ago
Possible fix for CheckEggDrop NRE
7 Days Ago
Optim: replacing GetWaterLevels hot path with burst jobs - Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me. Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
7 Days Ago
Tweak steam upload ignores
7 Days Ago
Okay test does built, but into a different folder
7 Days Ago
Use --no-build for dotnet test
7 Days Ago
Update dotnet-version CallbackBatch pushes appropriate scene
7 Days Ago
csproj have publish profiles CI Publish with readytorun Disable CodeGen messagebox I don't know why sbox-dev was using Sandbox.CodeUpgrader Steamworks upload can ignore some junk Disable ResourceSystem.HasPendingWork loading wait Catch exceptions when rating packages, print warning
7 Days Ago
We're putting fullsort on small prepass which isn't what we want, should be only on large prepass
7 Days Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
7 Days Ago
Truncate log lines >512 chars, increase max batch size from 50 to 500 to reduce request count
7 Days Ago
UI: linear gradients use premultiplied interpolation in & have quadratic easing on alpha channel to more closely match web https://files.facepunch.com/alexguthrie/1b0611b1/sbox-dev_YziN6zZgp3.png
7 Days Ago
Stop logging exception stack traces, we can get them from sentry instead
7 Days Ago
Fix PlaySoundAt 2D falloff not working Consumables broadcast their sound Added IStatModifier and implemented SpeedEffect + SpeedPotion Added StatusEffect base class and StatusEffectPanel which shows all current status effects and their timers Implemented Mining Potion and mining/attack speed modifiers Added Regen and Stamina Potions + Effects Initialize local entity transforms to prevent mobs doing a 180 on spawn
7 Days Ago
WIP getting moviemaker.editor working again
7 Days Ago
Add Popup PositionMode.UnderMouse
7 Days Ago
Updated layer for crocodile ragdoll
7 Days Ago
Adjust damage indicator, bin the vtex Tweak hud element layout when scaling Interactable scoreboard, player popup with social options Comical crossbow impact sound
7 Days Ago
Remove unused When loading a scene wait for resources to finish loading on the loading screen
7 Days Ago
Porabola utils Incase I want to use it
7 Days Ago
Initial crappy curving logic
7 Days Ago
Merge from main
7 Days Ago
Texture streaming workaround (make sure it's disabled at startup under any circumstances until the graphics qualities are loaded, so it's at most only changed once from disabled to enabled, never from enabled to disabled)
7 Days Ago
Bring back two-pass depth prepass with big/small sorting
7 Days Ago
Fix saves.singular localization string including its comment Fixed "flammable", "no" assigning wrong flag Minor cleanups Add min_use_angle for func_button from CS:GO Reduce which entities report the networked velocity clientside local player, MOVETYPE_FLYGRAVITY, MOVETYPE_FLY , players without MOVETYPE_NONE is the current list.
7 Days Ago
Added Rustige Egg G variant animations, set prefabs, item and steamitem
7 Days Ago
Remove hoststatemanager
7 Days Ago
Whitelist System.Private.CoreLib/System.ParamArrayAttribute
7 Days Ago
merge from main
7 Days Ago
fixed stables scrap refilling way too fast fixing missing rad exposure ceiling ( 50 )