258,327 Commits over 4,018 Days - 2.68cph!

23 Days Ago
Upgrade to Expo SDK 52 Map code cleanup + fix map position shifting after pinch zoom... again Note to self: what fixed it this time was skipping the pan clamp bounds calculations when they aren't needed (even though it should have had no side effects!!) Remove InvertedFlatList workaround since the inverted prop is fixed on Android now (and the workaround broke)
23 Days Ago
Motion editor rewrite, fixed precision time https://files.facepunch.com/ziks/2025-02-22/sbox-dev_Zs8qhZYowK.mp4
23 Days Ago
Minor dependency updates
23 Days Ago
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23 Days Ago
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23 Days Ago
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24 Days Ago
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
24 Days Ago
Leaderboard backup, run #17789
24 Days Ago
Longer clientside building priv cache when holding a wire tool + some optims
24 Days Ago
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
24 Days Ago
Add radtown and travelling vendor map markers (but rotation isn't sent from the game for some reason) Updated translations Update items
24 Days Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
24 Days Ago
Fix m_bCaptureWithRenderDoc never being initialized and causing it to be captured infinitely (#1830)
24 Days Ago
[Pick] use CUtlMemory for transform buffer instead of a fixed transform size that crashes, allows for it to be smaller and alloc as much as it needs, needs testing Bind instance ID buffer too, remove all this bullshit, keep initial transforms at 1 million like it was for now Pass index instead of pointer for bone setup, need to guarantee it's stable if we're resizing Ensure GPU buffer capacity management in next frame, transform buffer handle is bound very early in frame to be able to be resized by then
24 Days Ago
Fix OnMapUpdated action not always being set, causing map to not hotload
24 Days Ago
merge from autoturret_servertick_optim
24 Days Ago
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
24 Days Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
24 Days Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
24 Days Ago
Do more expensive undo for scale tool to capture potential component changes on scale
24 Days Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
24 Days Ago
Build troubleshooting
24 Days Ago
Bugfix: ServerProfiler - properly filter out constructors - Due to a typo (missing .) it would never match constructors and never filter them out Using release libs built from ec8c5522 Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
24 Days Ago
Clean: removing unnecessary backticks - And more styling improvements Update: don't annotate a bunch of method types that should always be small This includes Math utilities, comparisons, operator invocations and all get-properties. Should also, in theory, help with inlining. Tests: exported a snasphot from editor Update: more exlusions Tests: already shipped to staging before I went on holiday Update: able to capture allocations from all threads Tests: exported a profile in editor. Update: remove hack that forced early recording of data to test tracking all memory allocations Update: able to record working set of a process Tests: tested in editor for win, need to test on linux Update: track VirtualSize as well - Also properly avoid false-sharing Update: simplifyin code around allocation buffer - Previously it could be null, now not possible Update: make lazy growing take into account number of created elements This helps avoid wasting next frame if we didn't grow sufficiently Clean: removing TODO comment Update: record class and array size alongside the allocation size Tests: tried export on Craggy Update: when recording an allocation, record the last/current method as well Tests: snapshot in editor on Craggy Update: filter out even more methods/classes Should lead to ~25% reduction in profiling scope by eliminating either small calls or assemblies we can't control Tests: in editor on Craggy Bugfix: properly ignore constructors I missed a period, so it would never match
24 Days Ago
Bugfix: properly ignore constructors I missed a period, so it would never match
24 Days Ago
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views. Tests: exported a snapshot in the editor.
24 Days Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
24 Days Ago
Add physics grabber example component that grabs objects using fixed joint
24 Days Ago
Beeswarm FX with notes.
24 Days Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
24 Days Ago
Motion editor selection polish https://files.facepunch.com/ziks/2025-02-21/sbox-dev_fNBVNJB6Du.mp4 * Object snap toggle, snaps to blocks / playhead * Fixed drag logic for each handle * Can't make selection go out of bounds
24 Days Ago
Fixed fog being black on some maps with HDR
24 Days Ago
Added clothing to vertical slice loadout
24 Days Ago
merge from main -> aux2
24 Days Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
24 Days Ago
Scientist Suits V4 rig
24 Days Ago
Compute uvs from params after scaling mesh
24 Days Ago
Don't rebuild mesh component if it's not active
24 Days Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
24 Days Ago
Move Enemy Rebel to Combine tab, add icon & localization Move ammo localizations to .properties Hammer preview for point_worldtext https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg Newline support in point_worldtext Fixed Hammer breaking VMF files if they contain \n in keyvalue values New point_worldtext features Text spacing X/Y, orientation
24 Days Ago
viewmodel prefab updates
24 Days Ago
slight shift in torch trans y entity position
24 Days Ago
add tipalti service
24 Days Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
24 Days Ago
Merge: from main Tests: none, no conflicts
24 Days Ago
Add warnings for invalid icons in Feed - should be able to track this down now Death messages are in everyone's console Add networkable version of suppressing pickup notices
24 Days Ago
Up the pitch of the grenade clang sound, lot better
24 Days Ago
Add trail to thrown hand grenade
24 Days Ago
merge from main
24 Days Ago
Missed some fields