255,036 Commits over 3,990 Days - 2.66cph!

3 Days Ago
Art Progress + add reception
3 Days Ago
Improve player spawn performance, by enabling/disabling player go instead of destroy/create Before: Function Name: GameManager.SpawnPlayer Number of Functions: 22 Average: 9ms 448µs Median: 8ms 353µs After: Function Name: GameManager.SpawnPlayer Number of Functions: 21 Average: 4ms 945µs Median: 4ms 870µs
3 Days Ago
Added CodeEditor.CanOpenFile. Don't show "Jump to Code" on internal Components/Assets/Properties. Resolves Facepunch/sbox-issues#7579
3 Days Ago
Groundwork for active lobby info and get / set metadata for lobbies. Dedicated server, tcp and p2p support CreateLobby async returns active lobby Fixes Protocol++
3 Days Ago
Added CursorShape.Finger to DropdownControlWidget. Resolves Facepunch/sbox-issues#7681 Add CursorShape.Finger and hover effects to ControlSheetGroup Add Right Click -> Jump to Code for ToggleGroups. Resolves Facepunch/sbox-issues#7630
3 Days Ago
Track object messages and RPC stats and display the top 10 in the top left when net_debug is enabled
3 Days Ago
merge from fast_debug_draw (fix shader on metal)
3 Days Ago
Update: ServerDemoPlayer - report errors if failing to find entities Need to verify if my previous changes are working in more complex scenarios. Tests: none, trivial change
3 Days Ago
Keep everything nicely contained in NetworkDebugSystem
3 Days Ago
VR: Fix toggling VR inside the editor after launch
3 Days Ago
fast debug draw: skip geometry shader on metal
3 Days Ago
Improved shotgun worldmodel orientation
3 Days Ago
Charge station informs the host when trying to charge
3 Days Ago
Add NodeResultType and new constructor for NodeResult that takes NodeResultType. Resolves Facepunch/sbox-issues#7684
3 Days Ago
Remove angular-ui, jquery-ui, jquery-color (#2219)
3 Days Ago
experimentally routing calls to queries from a non-burst context to run a burst compiled job on the main thread and calls from burst contexts to directly run the code - uses a mixture of BurstDiscard and compiler hints to avoid compiling any branching into burst-compiled code - twice as fast than just burst compiling the function calls and calling it directly from managed/non-managed contexts - at least 10x faster for larger queries in worst cases (empty grid) and negligable difference for small queries
3 Days Ago
merge from main
3 Days Ago
Added some polygons to the cooking workbench liquid bottle that was looking a little PS2.
3 Days Ago
Update: FullServerDemo - detect full network ID range used in demo Replaces old invalid system of just reserving a constant chunk Tests: played back all demos that I have - all valid.
3 Days Ago
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage
3 Days Ago
▋▉█▋▄▉█ ▉▄▊▆▉▇▍▅ ▆▌▆▄▉▄ ▇█▋ ▄▇▇▊▉▍▄▉, █▋▍▄▅▋▄ ▉▍▆ ▋▆▇█▄▇▆▄ ▌▊▍▍
3 Days Ago
HostSync HasLongJumpModule Trigger long jump on IPlayerEvent.OnJump
3 Days Ago
Interior set dressing, tweaks to floor material in zigg scene
3 Days Ago
mauritia flexuosa M variant with LODs and billboard, materials initial commit
3 Days Ago
Standalone: differentiate between failing to copy (e.g. no disk space) and not finding a file Standalone: locate code resources in non-core locations (e.g. addons/base), fixes a couple of missing files Standalone: tweak wizard layout to move all executable stuff together Standalone: clean up exporter code, move into its own folder Standalone: fix base assets path Standalone: remove IsDevelopmentBuild and Version, move VersionDate to BuildDate & make it implicit
3 Days Ago
Show top 10 object messages by total calls then by total bytes received in top left when net_debug is true ( https://files.facepunch.com/conna/1b1911b1/sbox_OEOfBa3MKH.png )
3 Days Ago
Revert "Fix SSAO parameters" This reverts commit f3cba20a068d33cdab6629141c817eaef816ebc4.
3 Days Ago
▅█▉▆▍▇▇ ▄▆▄ ▄▄ ▉▆▆▍▍▍ ▌▌▅▊▆▇▇▌▆▇ ▉▇ █▊▊▉▉▋▇ ▍▌▉▉ ▆▋█ ▊▆▊▆▉▅▄
3 Days Ago
Pipe and Flashlight compile update
3 Days Ago
Temporarily disabling DLSS/DLAA due to crashes
3 Days Ago
Update: FullServerDemo - support client RPCs for transient entities Implemented via an extra parse of demo stream, but should be okay since it's an editor-only process. Tests: Played the same demo where I collected wood - previously it quietly failed, now player got attributed resources.
3 Days Ago
Refactor sandbox hints (#2218) * Clean up comments * Stop using deprecated `GetConVarNumber` * Use string.gsub's function mode for binding lookups ``` Lua 5.1.5 Copyright (C) 1994-2012 Lua.org, PUC-Rio > text = "foo %+one% bar %+two% baz %+three%" > function replacer(res) print("replacer!", res) return string.upper(res) end > print(string.gsub(text, "%%([^%%]+)%%", replacer)) replacer! +one replacer! +two replacer! +three foo +ONE bar +TWO baz +THREE 3 ``` * Formatting * Update cl_hints.lua --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
3 Days Ago
Roadsign glove tweaks
3 Days Ago
Start by storing incoming RPCs by name, increment total calls, total size, and build an average message size Track other messages too like spawn and destroy messages and their frequency. Add a temporary command to log the top 10
3 Days Ago
Connection.GetUserData will now work for any client - not just the host. ConVars marked with ConVarFlags.UserInfo will update for all clients when changed. Updated ConnectionInfo string table to store values individually so when one changes it doesn't send the whole lot again. We can now include ping in the string table so that Connection.Ping should be correct even if you aren't the host
3 Days Ago
Eye controller fixes
3 Days Ago
merge from main
3 Days Ago
Untangle hornet projectile firemode, fix player targeting Spit out little fishes from my big fish Disable hornet projectile collision sounds
3 Days Ago
▇▆▌▍▍▋▇█▌▄▍█▄ ▉▉▄▇▅▉_▉▊▍▇_▉▆▋▌▉▉██_▋▆▇▊▆▆█
3 Days Ago
Continuing work on zigg scene
3 Days Ago
▇▊██▄▄██▊▆█▌▊ ▉▅▋█▌█_▌██▄▌▄█▅▆_▍▌▊▆█
3 Days Ago
Fix crossbow projectile not dealing damage, better handling for projectile clientside hitmarkers Rename Projectile.Explode -> OnHit Move hardcoded projectile/particles collision ignore to collision rules
3 Days Ago
Corpse inventory saving/loading Added workbench corpse
3 Days Ago
WIP motion editor rewrite
3 Days Ago
merge from terrain_ignore_grid
3 Days Ago
Added GibSimulator, tool to simulate gib physics in edit mode - helps creating container corpse prefab Not tied to Gibbable for now, still wip
3 Days Ago
Include IsExplosion in DamageInfo conversions
4 Days Ago
Merge from main
4 Days Ago
Do hornet damage on host Tweak hornet bounce math, prevent phys from changing orientation Give hornet some stupid and wet sounds, fix alt fire Track projectile owning player, ignore collisions based on that and not time
4 Days Ago
Update: FullServerDemo - try to handle transient(not in the savefile) Entities - Record an entity snapshot once per demo chunk if sending specific messages - Positions, Flags, RPC(both server-sending and recieving) - DemoTransientEntities are not sent if we've sent an entity snapshot via Entities message during active chunk - Fixed not handling demo messages that can have 0 connections associated with it - Fixed incorrectly aborting on "unknown" message type when types are related to demo-specific messages. In theory this should allow us to avoid missing entities scenarios when playing back, which helps with determinism. But the server-recieving-RPC scenario needs more work - we record the transient snapshot after we recorded an RPC from the client, so I need to implement look-ahead in demo playback (or do what client demo playback does and index the demo). Tests: on Craggy in editor recorded a full server demo where I'm looting a wood-collectible. During playback it spawns, but doesn't get removed