257,967 Commits over 4,018 Days - 2.68cph!
- 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
- Reduce bounds
- Add comments
Push the menu scene when loading it
Some attack hit 2 effects
Setup attack hit 2 properly
Can now melee things with the boomerang on left click
Re-order recipe list so new teas are next to previous ones
▄██▋█ ▊▄▋ ▌▊▉█/▍▋▉▆▉/▋▋▋▅▊ ▆▇▋-▆▄▌▉▇▉▋ ▋▊▍█ ▆▌▊▆▆▋▇ ▋▅ ▊▇▄▌▋▋ ▇▅▋▌█▆▅▄▅▊▆, ▆█ ▅ ▌▋▆▌▄▍ ▋▅██▇-▇█▅ ▅▌▍▍▋▊▅ ▉▄▋█▆ ▅▋█▊▄ ▉▌▊-▇▍▄▅▋▌▄ ▅▊▆▉▅▋▍▍▇. ▊▆ █▌ ▍▆▊▉ █▋ ▌▍▋ ▌▇▌█▋▌▅▌▌ ▆▍▉ ▍ ▍▋▆▇█▆▌▄, ▄▌▄▍ ▋▅ ▆▉▋▍▍ ▄█▌▌▊ ▊▄▅ ▋█ ▌▄▉▆▍.
Scale extra force based on distance over radius
Add missing harvesting tea to visual config for cooking workbench kettle.
- Use cached water depth when possible instead of recalculating it
- Make sure movement comp and anim comp "canSwim" variable can't get out of sync
InteropString encodes as utf8 instead of ansi
Obsolete a bunch of legacy particle stuff
Don't add a sound collision layer by default
environment AO maps import options changes, material adjustments
Disabled the post processing trigger on the explosive ammo additive prefab.
Reduced shell case bounce sound duration by 90%
Fixed docile bees around hives inheriting unwanted nested prefab elements, including that one giant fat bee.
Shotgun: Reduced incremental anim speed a tad
Hook up speed_reload for ViewModels, shotgun reload is much snappier now
Fixed beehive nucleus grades not being registered properly on vendor listings
Can pass an extra force into damage, you can now rocket jump
PlayerController: tweak footsteps, don't play when not moving, don't do a trace
Slow down slightly when running up hill
Add PlayerController.AirFriction
PlayerController: Fix sliding down stairs
Update ffmpeg binaries 6.0->7.1
Update ffmpeg 7 incompatible code
Reset FFT data on StopPlay
Incremental ViewModel reloading, fixes shotgun reloads
Crossbow projectile is made more lethal - if we hit a player, instantly kill them, buff explosive damage a bit if we don't hit a player
▊▆▌▍▆ ▌▍▋▉▍▆█▉ '█▍▄ ▄▊▆▋▋▆' ▆▄ ▍▊▉▊▉ ▌▌ ▍▉ ▅▊▋ ▇▉▉▄█ ▋▄▋▊ ▋▆▋▄▇▊▆▄ ▄▆█▍ ▌▍▊ ▇▇▅▋▅▆▌▇▌ ▆▊ █▄▆▆▍▆█
- ▇▅█ ▋ ▊▅▅ ▊▍█▍▅▋▉▉ ▌▋▅▉▆▊ '▇▌▌▍_▌▋▆▅▌▋' ▆▆▉ '█▌▆▉_▊▄▉█▇██▊▉' ▄▌▆▉ ▅▇ ▍▌▄▇▉▌▋█▍█ ▄▋▊▍ ▅▄ ▋▊▅█▉ ▋▅▍█ ▇ ▆▇▊▇ ▍▇▊▌▇▋██▊ ▋▍ ▊▉▄ ▆▋▌▋▇▄ ▄▉▇▊▌▅▊▄▌
- ▆▉█ ▋▊▉▋▄▋▊█ ▊▇▄▇▉ ▍▅ ▅▋▋▉ ▉▍▊▇▇▍▍ ▄▅ ▄█ ▊█▆ ▉▌▍██▊▅▅▍ ▇▋▉▄ ▅▌▍▉▆▅ (▊▍ █▅ ▆▅▌ ▅▊█▇▆▋▉▅▄▅ ▆▊▆ ▄▇█▄ ▆▉▌▍▌▅ ▅█▅█ ▋▆▄▋▊ ▇▊ ▉█ ▊▉▅▄▍▌▅▋ ▋▍▄▄▆)
Doubled crossbow projectile speed
Reduced viewmodel inertia
Cleaned up moviemaker API, moviemaker.editor needs re-implementing
Merge: from terrainmap_nativearray2
- Fixed a bug of invalid reinterpret
Bringing across my tests since we're both working on the same thing.
Tests: ran the new tests
watertight door hatch col
watertight hatch material adjustment
Fix resource.ref node thumbs not auto-updating, having broken size
https://files.facepunch.com/ziks/2025-03-06/sbox-dev_AZNMKyCLEu.mp4