224,803 Commits over 3,714 Days - 2.52cph!

5 Days Ago
Remove remainder of CPU-driven code for cubemaps, rename indooroutdoorlevel to just renderpriority
5 Days Ago
code cleanup, improve comments
5 Days Ago
Stop sounds on sound asset reload
5 Days Ago
Failing test for expression graph using async Use a dummy Signal type for all signal parameters
5 Days Ago
subtracting 96655 - reduced SAR aimcone and tightened up fire animation
5 Days Ago
Set the chat input field character limit to 128, as we truncate messages to this length before sending them
5 Days Ago
Layout change missed moving these two files
5 Days Ago
added skybox_overcast_02
5 Days Ago
Fixed long chat messages disappearing while being typed (disabled rect mask culling)
5 Days Ago
Achievement system progress
5 Days Ago
merge from external_holdtobuild
5 Days Ago
Disable frustum shadow map culling using volume cullers, the view we render for the shadow is already doing frustum culling so I'm not fully sure if this is doing anything, on CS2 it seems to only be used for barn light shadows anyway ( And with an explicit illumination bounds OOB )? Fixes shadow flickering on props
5 Days Ago
merge from main
5 Days Ago
Fixed FSD-overrun-toy physics mesh & Reduced its size WIP net channel processing time limits
5 Days Ago
Adjusted shelves top collider to allow vertical barrel placement on the upper shelf
5 Days Ago
merge from qol_auth_friends_tc
5 Days Ago
merge from fix_enqueue_pings_nre
5 Days Ago
merge from electricity_power_fixes/2/doorcontroller/
5 Days Ago
merge from oilrig_exploit_fix
5 Days Ago
Automatically hook up input -> output signal for new expression graphs Fix version 7 upgrader Fix expression subgraphs
5 Days Ago
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5 Days Ago
vm sks fixes - corrected camera offset & hand cllipping during deploy
5 Days Ago
VR: Don't submit or wait for poses if the headset is in standby (prevents editor stalling when headset goes idle)
5 Days Ago
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂
5 Days Ago
Code dump for interactables, secondary grab points, smooth damp
5 Days Ago
Fixed ice throne colliders
5 Days Ago
Holographic sight also added to weapons with a top rail https://files.facepunch.com/rickgreeve/g60QQcweyh.jpg
5 Days Ago
Some clearer documentation
5 Days Ago
vm sks - fix for firing anims snapping & slow lerps into ironsght
5 Days Ago
Interpolation v2 (#1516) * Test * Clean up - use TransformInterpolate class * Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target * Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. * Fix to allow interp property to be set by GameObjectHeader * Serialize the interpolation bool with GameObject * Combination of fixed update interpolator and networked interpolation buffer. Working nicely * Some cleanup * Some extra docs + let's call it Query to match the other class * Use Time.Now * Restore backward compat LerpTo * Cull after, ensure move direct to last tx if query out of time but entries remaining * Fix formatting * Tiny tidyup * Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate * Actually enable it * Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
5 Days Ago
RPC Filter (#1549) * Update documentation * Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods * Update documentation * Change filtertype options * Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter. * More docs * Same logic for static Rpcs * Add single Connection overloads * this can be made private * Fix ambigious docs * Inverse logic (doh!) * Use hasvalue etc * Some fixes * Remove duplicate docs * Better docs * RPC in log for consistency * Add overloads for filtering RPC recipients based on a predicate * FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time * Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere. * Restore the old filter here even if e.Resume() throws * Early out / cut nesting * Tidy up
5 Days Ago
Rotate unicycle in customise menu + input hints Start work on achievement system
5 Days Ago
Fixed incorrect ShowBullet reload animation event configuration
5 Days Ago
Merge from main
5 Days Ago
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5 Days Ago
added toolgun to render scene
5 Days Ago
scale adam back to original mats
5 Days Ago
forest test updates
5 Days Ago
Adjusted double armored doors door controller socket positions Increased garage door door controller deploy bounds size
5 Days Ago
Input / output signals can be synchronous or async Got simple expression graphs working again, now with signals
5 Days Ago
updated mask texture
5 Days Ago
split off higher res ammunition from media branch and added to individual ammunition folders
5 Days Ago
Fixed deploy volume physic layer
5 Days Ago
vm sks fixes - skinned missing bolt carrier part & mag lock
5 Days Ago
camera aimer
5 Days Ago
phrases
5 Days Ago
SKS serializedVersion meta files changes
5 Days Ago
merge from electricity_power_fixes/2/doorcontroller
5 Days Ago
merge from gunaudiofixes
5 Days Ago
merge from fix_compressed_modded_tag"