257,568 Commits over 4,018 Days - 2.67cph!

Today
merge from main
Today
Tests: add TestWaterFactorsConsistency test - Converted other tests to use BasePlayer instead of BaseEntities - Also exposed WaterFactor methods from BasePlayer (other overloads were already public) Doesn't stress all paths, only the main path that has updated logic Tests: ran all unit tests
Add InputAction.Title, use in binds menu, fall back to Name if not set, resolves Facepunch/sbox-issues#7818
Today
merge from backpack_refreshes_clothing_fix
Today
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Today
using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
Today
split container content hashes into deep and shallow, only used to determine if player clothing needs updating - using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
Today
Removed mention of movement penalty on inserts, updated wheat description to new one from the sheet
Today
WIP
Today
Merge from main
Add option to ignore transform when serializing a GameObject, resolves Facepunch/sbox-issues#7840
Today
merge from clear_bushes_radius
Today
merge from fridge_reskin_light_fix
Today
merge from repair_bench_redirect_fix
Today
merge from naturalbeefix
Today
merge from tea_consumable_info
Today
merge from ocean-render-fix
Today
merged from Item_Descriptions_update
Today
merge from hv_explosion_sound
Today
little zigg update - WIP
Today
Clean: adding ext to safely clean-up NativeReference Tests: ran unit tests
Today
incapacitate and scatter dart icons
Today
incapitate worldmodel, LODs and prefab.
Today
adjusted sunken knife icon to same position of combat knife for consistency plugged in viewmodel so it's all working
Today
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
Today
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle improved terrain blend texture
Today
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Today
further normal map progress, output directory saving
Today
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Today
Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
Today
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
Today
Add profiling
Today
Remove the previous 160 hard coded item view limit
Today
Revert "PlayerController: prevent EyeAngles stomping, maintain rotation when reenabled" This reverts commit fc1d80ad7949e69b72eb8cd092047c99f969681d.
Today
Let the mixing thread breathe more often Add StartTick to FastTimer Add CameraComponent.Overlay, UI doesn't need special drawing functions Fix commandlist re-creating RenderAttributes every reset Remove RenderMenuUI calls Don't call OnRenderPostProcess anymore, it's been obsolete for a while Lets not perfscope traces just yet Start cleaning up Sandbox.Diagnostics.Performance Graphics.Scope not boxing Handle.MakeNextHandle not boxing
Today
execute perk explosion perks etc
Leaderboard backup, run #18197
Today
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
Today
Rename legacy tonemapper to linear, upgrade existing ones using legacy to HableFilmic
Today
LTC Area Lights experiment Iterate area lights https://files.facepunch.com/sampavlovic/1b1111b1/sbox-dev_hPxsPa4Lmq.mp4
Today
Unsaved
Today
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
Today
Better vine visual rotation handling, use burst cloth for now
Yesterday
Baseline
Yesterday
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
Yesterday
Rough process for preventing multiple vines from overlapping when parked
Yesterday
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Yesterday
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Yesterday
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
Yesterday
Merge from main