247,224 Commits over 3,928 Days - 2.62cph!

1 Hour Ago
Ensure area flags are correctly combined when marking areas
4 Hours Ago
Fix PickupSpawner NRE
4 Hours Ago
Tools: Expose ScrollArea.MakeVisible( Vector3 ) Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982 Scroll back to the top when rebuilding InputPage
5 Hours Ago
Remove unused args Run FinalizeCompile on feature too Unused Remove debug output
Today
Fixed tired, pissed off logic
Today
Move Worker_AddCompiledShader to CVfx Build feature data Call VfxSortProgramVariableArray
Leaderboard backup, run #15965
Today
Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4
Today
Auto populate model collider on awake if none are set
Today
Make ragdoll components NotEditable in IsEditor
Today
Make component sheet readonly when using NotEditable component flag
Today
Rebuild ragdoll if bones change (model reload)
Today
Make joint gizmos less noisy
Today
Auto populate ragdoll renderer and model on awake if none are set
Today
Add Ragdoll.StartAsleep, put to sleep on first update because joints are created in OnStart so sleeping has to happen after that
Today
Add Rigidbody.Sleeping
Today
Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work
Today
Merge polyflags and areas into one concept (areaflags)
Today
Set these hidden flags on creation too
Today
Add properties to ragdoll to show rigidbodies, colliders, joints
Today
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
Today
Fix Gizmo.Control.Capsule (has it ever worked properly?)
Today
Yeet DetourTileCache
Today
Yeet DetourTileCache
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
Today
Regenerated Chinese, Korean and Japanese static fonts Added empty dynamic fallback fonts for each of them Cleaned up the fonts folder (without breaking the community UI this time)
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
Today
Deploying to gh-pages from @ Facepunch/recastnavigation@7efacd65d0620b39c4ece43fba7c4c0e72b9aba1 🚀
Today
Enable 64bits for poly references Again since we are only targeting x64 this does not have a performance impact. Memory usage will be slightly increased, but only if many refs are held by the user.
Today
Pull latest changes from FP recastnavigation fork Among upstream recast changes this also includes a change to: Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys. This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK) Therefore, this is free accuracy improvement without perf or memory impact.
Today
Baseline of a tool generating static fonts based on localization content
Today
Add names to lambdas
Today
Don't consider cells inside a triangle if the triangle just touches the cell
Today
Implement async while
Today
Get rid of SetBody, just return it Tast async while
Today
Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used
Yesterday
Allow create model context menu item for fbx, obj, dmx
Yesterday
Asset preview dmx
Yesterday
Deploying to gh-pages from @ Facepunch/recastnavigation@ac488df6fe9a3c2575e36c4eddc5b03815891b5f 🚀
Yesterday
Removed unused dividePoly function see a4e1e2b
Yesterday
Call WriteProgramToBuffer from c# Fix old compile routine crashing ByteStream WriteArray optional count Fix shader compile
Yesterday
Deploying to gh-pages from @ Facepunch/recastnavigation@217f9d61e5a45e71722fa58f21345a117a81c9bc 🚀
Yesterday
Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh polys. This does not change the size of rcSpan on x64 plattforms. (See https://godbolt.org/z/4eKq45daK) x64 is the only platform we are targeting for s&box and Rust. Therefore, this is free accuracy improvement without perf or memory impact.
Yesterday
Deploying to gh-pages from @ Facepunch/recastnavigation@a4e1e2bbfc518e12fd3b582e4d4aeae9b5d81cb2 🚀
Yesterday
Fix bug leading to stack smashing Fixes recastnavigation/recastnavigation#687 To address this, I basically reverted recastnavigation/recastnavigation@e063ba6 & recastnavigation/recastnavigation@adcd4f4 which seem to be the most likely culprit for the issue. Contrary to the commit message in e063ba6, which claims that the changes made are an optimization, reverting the changes had no measurable impact on performance.
Yesterday
Delete infectedwoundrenderdata
Yesterday
Delete more from common
Yesterday
Delete public/assetrename
Yesterday
Fix default for params arg