243,386 Commits over 3,898 Days - 2.60cph!

3 Months Ago
merge from tincan_alarm
3 Months Ago
Fix Vector2.Json serialization only loading x value when supplying string as json object and not number array. Also updated function summaries that said "vector4" instead of "vector2" Vector2Int and Vector3Int values now serialize to/from JSON properly. Resolves Facepunch/sbox-issues#5821 Created Vector2Int/Vector3Int ControlWidgets. Resolves Facepunch/sbox-issues#5606
3 Months Ago
Refactored wire checks and fixed a missing Pool.FreeList
3 Months Ago
Fix new game objects created thru heirarchy context menu always spawning at 0,0,0
3 Months Ago
Update: Fixing all deprecated uses of Pool since merge from main Tests: built all targets
3 Months Ago
Update: merge from main Tests: built all targets
3 Months Ago
Added tin can alarm to T1 tech tree Updated craft recipe
3 Months Ago
This only needs to be a warning
3 Months Ago
merge from pickup_item_number_size
3 Months Ago
merge from SBToolCupboard
3 Months Ago
merge from homing_spectate_fix
3 Months Ago
merge from patrolheli_fixes/dmgfx
3 Months Ago
merge from hurt_overlay_changes
3 Months Ago
unique environment - lake_a scene setup
3 Months Ago
Make sure you can't adjust the wire slack if you don't have a pending wire, will limit accidental slack changes
3 Months Ago
Vendor Audio Fix -> Main
3 Months Ago
Sike Buy sound now invoked on the vendor game object as a whole rather than the machine inside Adjusted to a tiny sound
3 Months Ago
Prefab preload: preload into a dummy scene
3 Months Ago
Revert "Populate Json reflection cache in Json.Initialize" This reverts commit c0f2f57fc0a12a43ca0b73f3e3bf934a260bd69b. We don't need this if we preload prefabs
3 Months Ago
Placeholder logic to have wolves react to another wolf being hit nearby
3 Months Ago
DPV 3rd person animation updated and sit DPV paramameters edited on the playeranimation controller so the anims kick in quicker
3 Months Ago
Add convar to toggle fsm logging
3 Months Ago
Update: Pool uses warnings instead of errors for deprecated API Motivation: This will prevent causing errors for our modders/existing plugins and send a message that it needs to be updated. I'll remove these deprecated APIs next patch cycle. - Also removed a couple TODO since they're either not viable for now or complete. Tests: none
3 Months Ago
Increased sound radius Parking changes for now
3 Months Ago
Update: Replacing all calls to Pool.GetList with Get<List<T>> Now that we're cleaning up lists automatically when we call Free or FreeUnamnaged, GetList lost it's use. Replacement was done via regex + added using namepsace statements where missing. This affected ~740 cases. Tests: Built all targets.
3 Months Ago
merge from main
3 Months Ago
Added Natural Dye set and some colours
3 Months Ago
Hair Dye properties work with the standard shader (just colour for now) Hair Cap no longer does incorrect gamma adjustment
3 Months Ago
merge from tincan_alarm
3 Months Ago
merge from temperate cliffs rework
3 Months Ago
Preload all prefabs when loading a scene
3 Months Ago
merge from main
3 Months Ago
Fixed vehicles and trains not triggering the alarm Added a 1 second delay before the same entity can trigger the alarm again
3 Months Ago
Add ParticleModelRenderer
3 Months Ago
Delete ParticleModelRenderer.cs
3 Months Ago
Merge from dynamic_vendor_pricing
3 Months Ago
Clamp PriceUpdateFrequency
3 Months Ago
Close the recorder window after completion.
3 Months Ago
Fixed the tunnels no build volumes I missed
3 Months Ago
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3 Months Ago
Restore skeleton compile to how it used to be, we're missing optimizations by just keeping every bone no matter what
3 Months Ago
particle.collision uses particle model renderer
3 Months Ago
Rename context menu. Support finding deployable item prefabs. Cleaned up batch render process visually (tidily reset rotation, toggle rotation, delays, etc). Strip out blank URLS.
3 Months Ago
Update: Marking Pool.GetList as obsolete - Also bringing back list clearing on GetList invokation - to avoid breaking mods suddenly Tests: built all targets
3 Months Ago
Update ParticleModelRenderer to use listener
3 Months Ago
Update: Changing ProtoBuff codegen to use Pool.Get<List<T>> This eliminates 680 cases of GetList<T> use, which is about 40%. - CodeGenerator built in debug conf with commit 7d37b927 (FreeList-Depr branch) Tests: built all targets.
3 Months Ago
Update: Deprecation of Pool.FreeList API We now generate either Free call for classes (as they are IPooled) or FreeUnmanaged Update: Replacing Pool.FreeMemoryStream with FreeUnmanaged Update: Use Pool.Get<List<T>> instead of GetList<T> I'm deprecating Pool.GetList<T>, this updates the stale codegen.
3 Months Ago
Update: Use Pool.Get<List<T>> instead of GetList<T> I'm deprecating Pool.GetList<T>, this updates the stale codegen.
3 Months Ago
merge from PPD branch
3 Months Ago
Fix LineRenderer bug ParticleFloat, ParticleGradient have evaluations where you pass in the particle , which reduces the risk of fucking up the parameters Move ParticleRenderer's into own folder ParticleController has OnParticleCreated Add Particle.BaseListener - allows creating of classes that run on particle create, update and destroy - with instance data and guaranteed destroy Add ParticleLightRenderer