238,093 Commits over 3,837 Days - 2.59cph!

Yesterday
I accidently deleted all these too liberally
Yesterday
Clean: fix 2 Pool obsolete warnings Tests: none, trivial changes
Yesterday
Restore
Yesterday
Temp Goodbye copmiled files
Yesterday
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Yesterday
coffeecup physics texture and mesh update Merge branch 'main' of sbox-platformer
Yesterday
Merge: from main - There's 2 new warnings for obsolete pool usage, will fix in next Tests: Built all modes in editor
Yesterday
Have wolves clear their target after eating, as else they can hunt you down after finishing their food if you passed them while they were eating
Yesterday
Slide no longer takes full control over movement
Yesterday
Merge: from main Tests: built all modes in editor
Yesterday
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Yesterday
Add map key system
Yesterday
Change output folder structure per Lewis' request
Yesterday
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Yesterday
merge from main
Yesterday
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Yesterday
Test scene
Yesterday
Merge from main. Reset this week's skin items scene materials to default.
Yesterday
Allow wolves to eat corpses and meat Refactor targeting component to be budgeted and part of sense component, this fixes a bunch of issues where wolves would overcommit and ignore other threats closer to them
Yesterday
Increased the wallpaper spray can use distance from 3 to 5 meters
Yesterday
Various ground foliage tone/brightness tests for mesh+terrain consistency & contrast.
Yesterday
Fix release api exception
Yesterday
Smoothed biome temperature curves so that temp no longer briefly dips right before it starts to rise.
Yesterday
Update pull.yml Release fix
Yesterday
Adjustments to aerial density for the new grading. Less hazy at a distance. Lowered it at night too. Makes anti-gamma range a little better.
Yesterday
merge from ArmouredCockpitColliders
Yesterday
merge from CarLockLightFix
Yesterday
merge from spraycan_industrial_door_fix
Yesterday
merge from blockedby_toast_leakfix
Yesterday
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Yesterday
Fix Depth::GetLinear, be expressive about it for correctness before all, precompute these values later Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png Iterate DoF Smooth fade DoF from composite shader Iterate dof, needs cleanup, almost perfect Wave intrinsics to do early out for far dof DoF2 Downsample with bias based on depth, cleanup https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4 Front blur, tweaks Final tweaks, add depth gap for adding an area where u might want more focus https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4 Depth Resolve writes to both channels correctly Final cleanups for dof2
Yesterday
merge from main
Yesterday
Handle login exceptions more gracefully Fix events spam Include commit message and sha with release
Yesterday
Fix login exception
Leaderboard backup, run #13732
Yesterday
Remove old apis Start moving auditing Remove unused Refactor Remove unused Start recording releases differently
Yesterday
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Yesterday
Removed all collision again from the deployable computer station chair
Yesterday
WIP adjusting underground network thresholds based on EnvironmentVolumes marked as part of train tunnels (needs tuning, currently marks most of the underground system as part of the caves layer)
Yesterday
enter shop sfx bg colors misc balance etc
Yesterday
Fix not being able to reskin industrial door with spraycan
Yesterday
Increased some scientist spawns to 20m from 10m. Leaving some others at 10m that are in reasonably small or enclosed spaces. Launch site, train yard, airfield, trin tunnels updated and S2P.
Yesterday
Fixed client compile
Yesterday
Cine variant for procmap spawn prefab
Yesterday
Merge main -> SpawnMargins
Yesterday
Added server.allowUndergroundNetworkGroups replicated convar to control the new underground groups behaviour, enabled by default Should not be modified at runtime, set it on startup
2 Days Ago
Added killallplayers server convar. Kills any human players who are not in god mode.
2 Days Ago
Added espcanvas.UseRandomTeamColours convar, will render the nametag of teams with a random colour (requires espcanvas.ColourCodeTeams to be true) Uses a selection of 49 colours based on the team id, if more than 49 unique teams are on the server then colours will start repeating
2 Days Ago
merge from wallpaper
2 Days Ago
Fixed BuildingBlock.CanSeeWallpaperSocket NRE