254,385 Commits over 3,990 Days - 2.66cph!

16 Days Ago
reset positions of codelock and storage adapters on medieval large wood box - now the same as default large wood box
16 Days Ago
texture tweaks
16 Days Ago
merge from main wip
16 Days Ago
collisions for strangler figs and sound triggers in foliage
16 Days Ago
Merge from primitive
16 Days Ago
Backups
16 Days Ago
Merge from menu_friends_list
16 Days Ago
Merge from menu_friends_list
16 Days Ago
Compile fixes
16 Days Ago
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16 Days Ago
Random instance rotation, pack instance data into halfs, fix hash inconsistency
16 Days Ago
Package stats sidebar
16 Days Ago
Leaderboard backup, run #17333
16 Days Ago
16 Days Ago
Dir changes
16 Days Ago
Backups
16 Days Ago
Merge from primitive
16 Days Ago
Fixed an industrial NRE due to orphaned Industrial attachments
16 Days Ago
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16 Days Ago
Hopefully fixed vehicle NPC dialogue options not appearing for non admins
16 Days Ago
Siegetower col effect.
16 Days Ago
Ballista collision iteration. Catapult collision.
16 Days Ago
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16 Days Ago
Ballista collision impact fx.
16 Days Ago
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16 Days Ago
Fix some first person spectate issues with shields when going in/out of debug camera
16 Days Ago
Sped up cata ammo fire a bit.
16 Days Ago
Fixed child entities not being copied over when reskinning a large wooden box
16 Days Ago
Merge from primitive
16 Days Ago
Fixed back holster offset on knight chest piece (again)
16 Days Ago
Fixed some impact gibs getting stuck in walls.
16 Days Ago
Catapult scattershot tweaks Restored battering ram head collider pos
16 Days Ago
First person spectate now shows shields correctly, supports vm hit animations
16 Days Ago
Fixed missing LOD scripts.
16 Days Ago
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16 Days Ago
Don't return a new list each light gather, reuse the already allocated memory Collect and pass around SceneLightObjects instead of the LightDesc ptr Stubbed managed shadowmapper appsystem (this is such bullshit for a simple interface for scenesystem) Managed shadow mapper stub, entry point from lightbinner Add CommandList.Set( StringToken, Texture ) Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld Clean up old dead code Create and render shadow frustums from managed Scene system listeners I'll need later Remove native shadow rendering Set gpu light data from c#, pass shadowmap bindless texture id, use it from lighting shaders Depth bias shadows Visualize depth uses screen space coords
16 Days Ago
Tweaked screen shake on explosive catapult shot.
16 Days Ago
Add viewport option to toggle default prefab lighting https://files.facepunch.com/lolleko/2025/February/02_20-07-ConsciousCormorant.mp4 sbox-issues/issues/5527
16 Days Ago
Leaderboard backup, run #17322
16 Days Ago
Fixed some minor catapult FX issues. Cleaned up temp files.
16 Days Ago
Moved explosives primitive gamemode wb2
16 Days Ago
Battering ram and battering ram repair costs - ram now required 150 HQM
16 Days Ago
Leaderboard backup, run #17318
16 Days Ago
Design cleanup
16 Days Ago
Skip hotload for DtNode, hopefully fixes issue when hotreloading while navmesh query is in progress.
16 Days Ago
Catch type library returning null, event if it really shouldn't return null in the first place. Related: sbox-issues/issues/7496
17 Days Ago
Updated wood & metal shield impacts.
17 Days Ago
Leaderboard backup, run #17309
17 Days Ago
Incendiary catapult projectile has its own larger fireball spawn. Spawn fewer of them.
17 Days Ago
Flame arrow less stretchy during the middle of the mini crossbow reload animation.