257,849 Commits over 4,018 Days - 2.67cph!
revolver skin description fix
Possible fix for CheckEggDrop NRE
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.
Tweak steam upload ignores
Okay test does built, but into a different folder
Use --no-build for dotnet test
Update dotnet-version
CallbackBatch pushes appropriate scene
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
We're putting fullsort on small prepass which isn't what we want, should be only on large prepass
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect
Tests: ran unit tests
Truncate log lines >512 chars, increase max batch size from 50 to 500 to reduce request count
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
Stop logging exception stack traces, we can get them from sentry instead
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
WIP getting moviemaker.editor working again
Add Popup PositionMode.UnderMouse
Updated layer for crocodile ragdoll
Adjust damage indicator, bin the vtex
Tweak hud element layout when scaling
Interactable scoreboard, player popup with social options
Comical crossbow impact sound
Remove unused
When loading a scene wait for resources to finish loading on the loading screen
Porabola utils Incase I want to use it
Initial crappy curving logic
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)
Bring back two-pass depth prepass with big/small sorting
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.
Added Rustige Egg G variant animations, set prefabs, item and steamitem
Whitelist System.Private.CoreLib/System.ParamArrayAttribute
fixed stables scrap refilling way too fast
fixing missing rad exposure ceiling ( 50 )
- save thrown from position
- handle save till return
- setup shared stuff (used for prediction later)
- code cleanup
Adjusted bounding box again
Update ffmpeg 6.0 -> 7.1 (#1842)
AccessControl touches method parameter custom attributes types
Whitelist System.Diagnostics.CodeAnalysis.*
Whitelist CollectionsMarshal.AsSpan<T> and CollectionsMarshal.SetCount<T> ( closes Facepunch/sbox-issues#6905 )
TagSetControlWidget properly initializes any custom ITagSet class if they are null instead of throwing warning
Added a bunch of Context Menu options to TagSetControlWidget and TagButton. Resolves Facepunch/sbox-issues#7794
https://files.facepunch.com/CarsonKompon/2025/March/06_09-30-StainedHammerheadbird.mp4
don't add stats if we have cheats enabled, make bot_add a cheat command
merge from graphics_streaming_on_all
Fixed an issue with converting linear textures to sRGB when creating a readable copy
Merge: from erosion
Bringing across TerrainMap NativeArray conversion that I need for my batch checks
Tests: reran TerrainMap tests
Merge: from main
Aligning with erosion branch parent CL
Tests: none, no conflicts
Update: added GetTopologies jobs for TopologyMap
- Also covered with tests
- Sprinkled [WriteOnly]/[ReadOnly] attributes into jobs
- Fixed constant string allocation in tests
Tests: ran unit tests
- increased speed
- debug command
- codegen
Switch to libopenh264 mark h265 codec as obsolete for now
Impact effects now working on hit. Just search for the nearest bone and use that
Avoid C# 13 features for now
More progress towards thrown boomerang generating effects. Correct material is now grabbed
Update: adding WaterMap height sampling burst jobs
- Also covered them with tests to validate output against non-job calls
Tests: ran unit tests