243,201 Commits over 3,898 Days - 2.60cph!

30 Days Ago
Rollback game.CleanUpMap removing tempents and beams Apparently crashes on x86-64 somehow, sometimes, for some people Fixed a few more potential crashing issues Fix a lag issue to do with spamming certain packets to the server from client
30 Days Ago
t1 smg viewmodel updates - ironsights tweaked - skinning updates for springs - idle pose updated - bolt position poses - anim length changes to match smg in 1p and 3p
30 Days Ago
We dont use CLightBinnerStandard::InitForView twice in same view, rename GetLightbinnerStandard from scenesystem to not conflict with views getlightbinnerstandard which has different behavior
30 Days Ago
Added Storage Skill Added Max Drops At Once to ItemSpawner
30 Days Ago
Fix pickaxe upgrade line Added MeleeTrigger and Sword Slash Created Weapon class, Aim Arrow, and Holdable.HasCrosshair. Fixed colliders on mobs Added each tier of sword, updated a few crafting recipes
30 Days Ago
dev models for hacksaw and matches
30 Days Ago
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30 Days Ago
Explicitly define the default sort order
30 Days Ago
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
30 Days Ago
RectInt: your favourite Rect struct but with integers Texture.GetPixels: Able to specify dstRect fully Terrain optimizations, better undo/redo, clean up * Implement new undo/redo system, track delta changes instead of full snapshots (faster, more reliable) * Don't upload buffers every frame in OnPreRender * Stop using MakeDirty, each property only updates what it needs to * Only create SceneObject when we can actually use it * Don't over expose public methods & properties, remove dead methods Optimize TerrainStorage.GetDominantControlMapIndices 400ms -> 1ms Pass in a buffer we get from ArrayPool instead of allocating and returning, also preresolve some getters Vector3: Aggressive inlining on aggressively inlined System.Numerics.Vector3 methods TerrainClipmap mesh gen optimize 266ms -> 26ms
30 Days Ago
Fixed filter by facet not working Legacy leaderboard uses new database
30 Days Ago
Colour adjustments and detail additions to catapult
30 Days Ago
API update
30 Days Ago
accidental doubling up of waterflow generation for rivers
30 Days Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
30 Days Ago
Rotation can parse from serialized Angles, resolves Facepunch/sbox-issues#6085
30 Days Ago
Added arted-up catapult model, materials, and textures. Some tweaks pending.
30 Days Ago
Save viewport settings to project cookie instead of global editor cookie Fix scene view cookie not always correctly saving Scene view: Save 2d zoom per-scene alongside camera position/rotation Scene view: Save Layout to project cookie
30 Days Ago
Drop coins on death Added Keep Riches Skill Settings UpgradesFrom to self means item can only be crafted once Added other Shovel types Added stone sword item and other sword sprites
30 Days Ago
Hammer Stage Missing ui elements
30 Days Ago
Update .gitignore
30 Days Ago
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30 Days Ago
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30 Days Ago
Remove AssetPopup, we're just overcomplicating things for no reason there Directory context menu Clean up asset list entries Remove unused, hook up AssetLocations.OnFolderSelected
30 Days Ago
Fixed drawbridge animations Added another drawbridge to the lower level
30 Days Ago
Buildfix: isolating perf test scripts into it's own assembly - For the time being stores existing perf tests - will reorganize when the structure is more clear in the future. Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
30 Days Ago
Editor: add ability to define launch arguments for new game instances, resolves Facepunch/sbox-issues#6095
30 Days Ago
Stats cleanup
30 Days Ago
Merge: from main Tests: none
30 Days Ago
Added front door and drawbridge to the siege tower
30 Days Ago
Resolve Facepunch/sbox-issues#5844 - Input.ReleaseAction/Actions should work across contexts
30 Days Ago
Implemented a proper death state Added Ruby Chunks Moved death state from Player class to Entity, added Death FX
30 Days Ago
Planters now use the same outside check as water catchers. Reworked planter rainfall logic. Added planterbox.outsidetestdistance server convar to control distance check.
30 Days Ago
Highlight player if obscured
30 Days Ago
RMR toggles gasblock, fixed some logic to make this work
30 Days Ago
Update Facepunch.ActionGraphs
30 Days Ago
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
30 Days Ago
Update: enable sound pooling by default If something goes derp, can be disabled via audio.enablesoundpooling 0 Tests: was explicitly enabled over last 3 days while running all recent changes
30 Days Ago
Stopped icesheets from spawning around lakes
30 Days Ago
Fix side effects from serializing exposed properties
30 Days Ago
30 Days Ago
Merge: from main Tests: ran around on craggy with logs
30 Days Ago
Added Burnt Trees Enemies now deal contact damage, swinging their held weapon if they have one
30 Days Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
30 Days Ago
Bugfix: don't leak looping sounds when quick-switching It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player. Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
30 Days Ago
Add FPS mode, so you can see what the weapon looks like from first-person Reset jiggle state when we swap from first-person to third, add toggle button to gunsmith, adjust angles
30 Days Ago
removed debug logs
30 Days Ago
Smoothed vendor entry and exit to spline
30 Days Ago
Added Sandstone and Sandstone Ores Added Ice and Ice Rocks Updated Rock Item Drop to differentiate it from the Tile
30 Days Ago
Bradley much less likely to enter a spline when turning or facing a target from behind