250,018 Commits over 3,959 Days - 2.63cph!

58 Days Ago
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58 Days Ago
Add ISceneCollisionEvents
58 Days Ago
New Coin SFX Enabled looping on menu_music Fix all known MusicController-related issues. Resolves Facepunch/sbox-piecrumb#20 Only show Debug menu option when in editor Load GameSettingsSystem on Main Menu instead of after save load so main menu respects volume controls Gave UI buttons custom pointer cursor
58 Days Ago
Updated battering ram icon
58 Days Ago
Improve readability of docs sidebar
58 Days Ago
Catapult deploy guide and construction stages Deleted now unused meshes
58 Days Ago
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merge from main
58 Days Ago
edited ads postion in mini crossbow viewmodel prefab
58 Days Ago
Implemented catapult animations
58 Days Ago
Fix fog in reflection
58 Days Ago
Merge: from main Tests: Rode the zipline on craggy back and forward, ran around the island and monitored pooling logs
58 Days Ago
More water tweaks
58 Days Ago
workcart_box -> main
58 Days Ago
Add small box to the underground workcart
58 Days Ago
explosion_medium + explosion tex/files
58 Days Ago
Fix lighting in reflection, no fog yet though
58 Days Ago
various VFX adjustments
58 Days Ago
CommunityNewsBox: add icon prefix before comment count
58 Days Ago
Add a bunch of stats to ingame console
58 Days Ago
Fix clip distance when under water Fudge water shader reflection UVs to fix gap
58 Days Ago
Human Hair Update
58 Days Ago
cleanup - separating MarchingCubes and NativeMeshSimplification into separate namespaces and compartmentalizing them better
58 Days Ago
Enable #nullable Playing around with a water shader
58 Days Ago
Add tags from world object to chunk SceneObjects
58 Days Ago
missing files
58 Days Ago
removed the prefab just made updated ians worldmodel prefab with new mesh renamed VM fbx to be more consistent with prefabs
58 Days Ago
Simplify networking options in header bar in editor - drop down options in Network for Simulate Lag, Lobby Privacy
58 Days Ago
merge from Hazmat Plushy
58 Days Ago
mini cross bow world model lods and basic prefab setup w some scripts
58 Days Ago
Update: adding source code
58 Days Ago
waterpump_minimum_depth_change -> main
58 Days Ago
Reduced required minimum depth on water pump so that its usable in the new rivers
58 Days Ago
Fix typo
58 Days Ago
propane_stack_size -> main
58 Days Ago
Update Propane Tank stack size from 5 -> 20
58 Days Ago
Initial commit
58 Days Ago
merge from localcoord-blend-layer
58 Days Ago
Optimize navmesh geometry collection by fully utilizing the BVH of a physics mesh
58 Days Ago
Merge: from profiling_improvements - Moves core of ServerProfiler to an unmanaged DLL - this deals with various mod issues and massively reduces recording overhead (less than 10% vs previous up to 7x). - Snapshot marks are prefixed with assembly name Tests: - 3 times in a row: Generated snapshot in editor on Craggy - 5 times in a row: Generated snapshot in Release standalone server with 6k world and 190k entities (with borked and good harmony mods) - 3 times in a row: Generated snapshot in Debug standalone server with 6k world and 190k entities (with borked and good harmony mods) - Built Wint64 client (debug and relase); booted up release
58 Days Ago
Set battering ram gibs mesh to read/write enabled Updated gibbable component
58 Days Ago
Clear volumetric fog texture on creation, this seems to could've caused problems even back on Alyx but issue is bigger now that we don't write to all volumetric fog froxels at once Fix ClearUnorderedAccessViewUint not clearing properly for Texture2DArray and Texture3D
58 Days Ago
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58 Days Ago
Mini crossbow icon render setup and icon
58 Days Ago
Update: Avoid shipping ServerProfiler to clients - Done by deleting the dll after it's built Tests: Build Win64 Client Debug and Release - no more dll
58 Days Ago
Update Catapult Flammable Ammo Textures and LODS
58 Days Ago
cherrypick aux2 fixes
58 Days Ago
Handle TcpSocket not being able to start more gracefully
58 Days Ago
Auto Switch to Best Host Candidate (#1705) Previously anyone could be assigned as a host when the host leaves. Now we'll score lobby members by their average ping and average connection quality to all other peers and use that score to determine who to give the host to. When a host leaves, we'll try to find a good candidate and set the owner immediately first, but if that fails, it'll happen the next time someone is automatically assigned to be the host. Previously, a connecting client could be assigned the host, but this is no longer the case as clients must be fully connected to be considered as a candidate. In addition, we'll periodically attempt to find and change to the best host candidate. This particular behavior can be disabled per project or per lobby.