258,055 Commits over 4,018 Days - 2.68cph!
reduced pumpkin calories slightly
fixed natural beehive material
removed bee grenade timer
lowered bee target search radius and decreased distance for bees to lose target
reduced frequency of cosmetic plant collectibles
orchids are hard to grow (much more water requirement)
added cosmetic plant sales at stables
reduced size and light transmission values of natural beehive (looks less fullbright)
Add player using PlayerController, custom bob
Boomerang now kills itself on damage
Added backpack_temp to outbreak scientist prefab
Updated sprayer world model/rig
Fixed sprayer entity
Delete unused
When voices are being culled, prioritize playing sounds that were created last
Fix DspVolume system not playing volumes with priority < 0
- Give more precise hitboxes to crocodile bites, to allow sidestepping his charges
- Reduce speed when carrying corpses
- Improve bite contact
lowered neon sign power usage across the board
Fixed Gauss gun not shooting correctly if we're shooting at the sky (no trace hit)
Add gauss gun to test map
Shooting a satchel charge duds it instead of explodes it
Add GameConfig.SelfDamageScale
added harvesting and crafting teas
Merge from fix_texture_streaming_2: Expose more ConVars
Missing part of previous commit
- Make croc drag corpses to the water to eat them
- Properly implement the advancing furious bites combo
- Allow croc to stray a bit further from water
- Prevent croc from fleeing mid-attack
- Make croc less aggressive
Pull Requests
* TTT: Fixed players sometimes being revealed as dead when they chat/voicechat right as they die
* TTT: Let TTTLastWordsMsg hook override default behaviour
* Cleaner server list layout code & Better display on small screens
Estimate player's velocity clientside if MOVETYPE_NONE
Enable `"flammable", "no"` prop interaction
Added `drawviewer` field to render.RenderView
Loading screen gets data faster when hosting a game
Load shaders from THIRDPARTY if not found in BSP or MOD
And whitelist "shaders/*.vcs" in workshop addons.
Re-enable Day/Night Cycle and re-add player light
Updated wheat/seed drops
Merge "Free Shipping" skill with "Easy Access" skill. Add new "Sprinting" skill
Styling cleanup
Inventory Notification fixes
Added Health and Stamina Relics that can be discovered that upgrade max HP/Stamina
WorldPanel bugfixes and GameMenuHeader fix
don't render ocean if no ocean in scene
Optional double digital float precision display support for TweakUI slider
In my tests there are less hitches without servergc
Use GCLatencyMode.SustainedLowLatency
performance API uses new lock
Tweak mixing thread to release audio thread between samples
Asset browser: Fix drag-dropping of files from explorer onto asset browser, don't allow inside cloud browser
Cloud browser: update list after uninstalling a package
Don't reference `facepunch.concrete_barrier` inside `default.surface` 🙈
Cloud browser: allow setting default view, shows when cloud browser initialises, persists between sessions
https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_x9RRYJZp8G.mp4
factor ray set back into configured ray distance, don't dilate alpha
natural hives drop 50% less honeycomb
reduced chicken egg spam
rebalanced honey + egg consumable
Fixed map selection not working if using CreateGameModal
Proposed fix for the bees throwing random occasional fire from sub emitters
Make texture streaming tunables accessible via ConVars and improve output of texture.stats
Disabled the spark element on fire additive damage impact FX - until we start using another prefab for players taking open flame damage.
Update 3p boomerang animations to remove rotation errors
Don't process incoming transform update if predicted and we own it (handle reconciliation later?)
Optim: skip issuing 0-length WaterCollision.GetIgnore jobs
Tests: ran unit tests
Add profiler markup to procedural croc tail
Slight balancing adjustments to make sprinklers more effective
Added jungle swamps to World Setup prefab
Add GameState panel that shows 5 players with the highest kills in order, as well as time left
merge from Item_Descriptions_update
Navigation Links (#1833)
Allows to place and edit nav links.
Links are considered by pathing and agents will be able to traverse them.
Link traversal is customizable via code:
- Links can be inherited to customize behavior.
- Agents have an delegate that is invoked when they start/stop traversing a link.
Detailed Instructions: https://sbox.game/dev/doc/navigation/navmesh-links/
https://files.facepunch.com/lolleko/2025/March/05_17-11-MadCrayfish.mp4
https://files.facepunch.com/lolleko/2025/March/05_17-14-CraftyOropendola.mp4
Merge from amd_dlss_crash
Added additional DLSS support checks
Ensured master swarm has same trigger collider