255,019 Commits over 3,990 Days - 2.66cph!

Yesterday
merge from coarse_grid_bounds_fix
Yesterday
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
Yesterday
Fix client server compile errors
Yesterday
Fix potential animation invalid state (animation stopped, but still playing) Fix tiger potentially getting stuck out of navmesh
Yesterday
Bee atlas files.
Yesterday
Pressing Attack2 will also cancel reload
Yesterday
Increase shotgun spread
Yesterday
Merge: from parallel_validatemove * Modifies Full Server Demo recording to grab more data + timestamps per packet * Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object * New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs` * Added GamePhysics batch versions of OverlapCapsule and OverlapSphere * Couple unit tests to check Water's batch queries against non-batched versions Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
Yesterday
Merge: from main Tests: none, no conflicts
Yesterday
DeathmatchDamageInfo defaults Gluon gun uses damage proportional to how much time has actually passed relative to interval Buff hornet projectile speed
Yesterday
Crank up gluon beam damage, do first inflict tick immediately
Yesterday
merge from main
Yesterday
v_m700: added speed_reload and speed_ironsights float parameters
Yesterday
mauritia flexuosa - rest of the models and prefabs
Yesterday
v_mp5: added speed_reload and speed_ironsights float parameters
Yesterday
Discard ShootEffects if the player's already dead
Yesterday
Implement explicit damage types - crush, bullet, explosion, generic - so we can ragdoll and gib correctly
Yesterday
merge from ioentity_optims2
Yesterday
honeycomb world model Meshlod, materials and textures updated existing honeycomb prefabs accordingly
Yesterday
Smooth out initial tiger rotation when preparing to leap
Yesterday
RF broadcaster and receiver flag networking
Yesterday
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Yesterday
merge from jungle_foliage
Yesterday
GenerateMipMaps shouldn't generate mips smaller than 1x1 (which might happen on textures with weird dimensions, e.g. 3x3) UI: support border-radius shorthand transitions
Yesterday
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Yesterday
v_spaghellim4: also change the condition to cycle-based if using b_reload while b_empty=true
Yesterday
bee grenade vm - added new admire - tweaked throw aim anim - new animator - set viewmodel prefab to use new animator
Yesterday
Fixed a crash when spawning certain vehicles 64bit versions of compile tools say that they are 64bit So it's more clear what version is being used from logs alone Merged Pull Requests * TTT: Change holdtypes for consistency with viewmodels * TTT: clarify Health Station usage hint text * TTT: Update localization files * Fixed tool sorting when some tools are missing localization strings * Micro-optimize Workshop Mount VGUI Rework how LZMA decompression works for BSP files The existing code was awful. The new one is less wasteful. Make util.TableToJSON output whole numbers without decimal point Minor cleanups Fixes towards MP3s hanging the game on first playback * Fixed MP3s recaching 2 times sometimes in a row * Fixed cache size not being able to exceed 65k * Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache 400KB of useless data per MP3 * Increased amount of cached data for MP3s to satiate initial burst of data access by BASS (from 16K to 96k) This was preventing async load of the entire file Merged Pull Requests * Refactor sandbox hints * Remove angular-ui, jquery-ui, jquery-color
Yesterday
v_spaghellim4: added speed_reload and speed_ironsights float parameters + make b_reload timings based on cycle progress instead of absolute time (which unfortunately does not get scaled by the speed node even though blend times do...?!) https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2014-26-16.mp4
Yesterday
Merge: from main Tests: none
Yesterday
v_usp: added speed_reload and speed_ironsights float parameters
Yesterday
Clean: ServerDemo - fix up names of entities that get reported via errors Tests: played back procgen demo
Yesterday
Admin playfund user list Add Grid component Fix PageAlert font size Add StatCard component User page has a monetization section Inventory section in user profile Use the payment rules Move "edit" options to always be at the lower left
Yesterday
Added a bee swarm ai specific convar to disable them
Yesterday
- Made new convar to ensure AI weapons will also listen to AI settings 'ConVar.AI.effectaiweapons' - Bee Swarm AI now listens to ignore players and think settings if effect ai weapons is enabled (off by default)
Yesterday
Storage monitor only network flags
Yesterday
Start to preemptively do some optimisation work on BeeSwarms
Yesterday
Bugfix: ServerDemoPlayer - invert the error reporting logic for DestroyEntity Previously, we considered it an error if we couldn't find an entity that demo stream tried to destroy. But, if the server behaves correctly, then it should be already destroyed - so now we report an error when we do find an entity. Tests: played back the complex demo from procgen - errors still present, but harmless
Yesterday
Bee Swarm: - Increased particle size - If a player has managed to get far away from somehow then give up
Yesterday
Setup Beeswarm death screen info
Yesterday
Ensure beehive natural colliders are synced up across client + server
Yesterday
added concrete_castinsitu_b material https://sbox.game/facepunch/concretecastinsitub
Yesterday
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Yesterday
Lights and ceiling lights network optims Only network the flags, and only when necessary
Yesterday
Show scoreboard ping in ms
Yesterday
Update: FullServerDemo - wrap transient entity snapshotting in try-catch - Also correctly clean up NetWrite I've checked a bunch of code related to saving, and I'm 100% certain there are landmines that I haven't spotted. This way I've neutered the danger of recording the demo, and I'll be fixing up those cases as we discover them in the wild. Tests: recorded a demo on Craggy
Yesterday
Fixed weird natural hive placement on oak_e
Yesterday
Update first_person_arms_adjustments.vsubgrph
Yesterday
v_m4a1: added speed_reload and speed_ironsights float parameters https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2013-13-54.mp4
Yesterday
Bugfix: FullServerDemo - use save for disk instead of network when snapshotting transient entities - Also couple safety checks for BasePlayer.Save, since now I'm triggering a path that usually isn't triggered for a class of entities (NPCs) Tests: while recording a server demo, on a procgen map in a local server did all basic activities (looting, harvesting, crafting and building) + drove a bike and attacked a ScientistNPC at outpost. Then was able to play back both demo chunks. Tests: on local standalone server and procgen world, went to pier monument and descended to find aggressive NPCs - no more exceptions in server log