254,390 Commits over 3,990 Days - 2.66cph!
better prop render camera angles - need second go after i pull a shelf
Remove Parameter.GetDefaultValue() and grab the current value as the default value
Fix Default Color Editor in Subgraph Node Properties
Subgraph Node ColorEditors are now bound to the defaults properly
Don't allow deployed firebomb to be deployed in water because science
Potential barricade unlock fix
Fix exception when bots pick up weapons
Swap !IsProxy && !IsBot checks for Player.IsLocalPlayer
Don't show bots hitmarkers on my screen
Imported Generic Water Danger Signage Models, Textures
Setup Generic Water Danger Signage Matierials, Prefabs and Fence Prefab Variants
Setup Generic Water Danger Signage Folder Structure
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mini crossbow era override wb2
Era override WB2:
Sewing Kit
Gears
Metal Pipe
Road Signs
Reinforced Glass Window
Armored Passenger Vehicle Module
Armored Cockpit vehicle module
High Quality car parts (Valves, crankshaft, carburetor, spark plugs, pistons
Fix tiger sometimes hovering above ground
Require DropOwnership() to clear owner instead, document exception
Admin section cleanup
Remove unused
Monetization toy
Fix DataServices not being able to pass in Timespan
Moderation flags allowing us to opt packages out of monetization
Admin cleanup
Revert tiger atk anim update, old anim seem to work better
Fix tiger taking unrealistically sharp turns at high speed
Better fix for vddraw editor not refreshing viewport, also allow vddraw text to display to logs
WIP MovieMaker (Facepunch/sbox#1798)
set inventory anim controller to temporarily use base idle
Shader Graph Functions (Sub-Graphs) (#1806)
- Adds a new Asset type with `.shdrfunc` extension.
- Shader Functions do not have the "Material" node as their final output node. Instead they have a "Result" node which has a variable amount of inputs defined by the user
- You can change the preview type of a Function Output so the value can be previewed while working on it
- Dragging a `.shdrfunc` file into a Shader Graph (or a subgraph) will create the subgraph node
- When "Add To Node Library" is set to `true` on a Shader Function it will be added to the Right Click -> Create menu
- Double Clicking on a Shader Function Node will open the Shader Function
- GraphCompiler now keeps track of the current Subgraph stack when compiling the preview and the output code, fully supports subgraphs within subgraphs.
- Constant nodes now have a "Preview" input when you're in a Shader Function
- Can Right Click -> Create Custom Node with a bunch of nodes already selected to instantly create a Shader Function. Will automatically create all the input parameters and result outputs.
- Texture Parameters/Attributes are fed the whole way up from each nested subgraph since you cannot define a default texture in the `.shader` file.
- Subgraph Nodes are now colour-coded Green and Result nodes are now colour-coded Blue
https://files.facepunch.com/CarsonKompon/2025/January/28_18-05-OddAsiantrumpetfish.mp4
Standalone: Separate operations up into build steps & sort
Standalone: ignore dxcompiler
Calling Network.AssignOwnership with a null connection will pass empty guid instead of throwing NRE
Change to use new renamed mapImageExists endpoint and log the url if it does already exist
- Swapped to a flags approach
- Set max inventory size to 7 to sort the last greyed out icon
Update: WaterLevel supports getting water heights for a batch of positions
- added a test to make sure batched produces same results as the singular version
Tests: ran the new unit tests
Fix vddraw editor not refreshing viewport when scrubbing through the timeline (broke from unity update?)
Fixed incorrect Lootpanel phrases
Inventory UI is slightly larger so it's easier to see and weapon names are displayed in the active InventorySlot
let consoletoggle command take a parameter to force the panel you want to open (values 1-6 for the different panels)
eg: 'consoletoggle 1' will always open the console panel
Added GameSettings class for local convars. Added `sbdm.viewbob` and `sbdm.screenshake`. Reduced default screenshake values, but can be restored by setting screenshake to 1. #109
Make use of the return type of Scene.Load and return false if SceneLoadOptions has no valid scene set
Bee swarm scale effects with springs
Integrate my item mod swap changes with jakes
Added BaseNode.OnFrame, moved hashcode check in FunctionResult out of OnPaint
Fixed issue with calling RPCs from within RPCs when using HostOnly / permissions and Caller not being set correctly. Fixes Facepunch/sbox-issues#7452
Pivot, increase turn speed.
cookingv2 -> bees (merge conflicts)
merge from catapult_ragdoll_fix
disabling collision between ragdoll and its initiator
exported crocodile turn 90 left and right anims
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Implement simple programmer and more advanced designer friendly springs. Will use these for scale animations
Add thumb to published workshop clothing
sar entity update
- positioned inner bolt as it was appearing offset
- unpacked model in prefab
Decal: Update transform when dirty too Fixes Facepunch/sbox-issues#7518
fixed catapult admin reload with player ammo