243,395 Commits over 3,898 Days - 2.60cph!

39 Days Ago
Get rid of cloud browser chips, move facets next to search bar Remove DropDown widget I added and roll facet dropdown into its own widget, simpler Initial tabbed asset picker w/ both local and cloud assets https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_WENJnEwfYb.png Facet dropdown cleanup Only select 1 entry per facet, display selected name and icon in dropdown https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_AueEMTPu9O.png
39 Days Ago
non-linear flow scaling, with further tuning
39 Days Ago
Update these to check the new cloud path Logging non vs versioned idents as a conflicting version is dramatic and actually I don't care, we'll use the versioned one anyway
39 Days Ago
add separate transition curves for different ocean override parameter groups
39 Days Ago
merge from item_pooling
39 Days Ago
Replace .source2/ with .sbox/ Revert "Redownload package manifests if they're dodgy instead of breaking a download" This reverts commit 4ea8058ad72c4c3a9c9d2c29e0c76f78d1a9edcc.
39 Days Ago
Added Water Footsteps/Particles
39 Days Ago
merge from world_update_2
39 Days Ago
Make sure we've got the right package version installed, update if not Bin global tools package cache, replace with per-project store Redownload package manifests if they're dodgy instead of breaking a download Fix pinned version # getting dropped when installing package Prevent trying to install different versions of the same package Add manual cloud asset updating Update asset package refs when updating dependency, fix when broken (yuck) Basic 'in project' filter for installed cloud assets, show as asset location Check revision matches when we're checking for an installed package at a specific # Don't redownload a package we've already got installed Catch possible NRE This isn't needed anymore Add .source2/ to gitignore template If package is on disk just use asset directly when dragging into scene Update existing refs in GameResources when updating package Normal GameResource processor uses versioned idents too Consistently sort reference lists alphabetically so diffs aren't so mental to read Only update references inside project assets folder Avoid walking into a LoadResource exception, we don't really care that much Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs Show remote/latest version info, incl version id, in PackagePopup
39 Days Ago
Merge from underwaterlights (max depth darkness toned down)
39 Days Ago
Tuned max depth darkness down further.
39 Days Ago
caves - need another pass to finish with overhang rock in some scenes
39 Days Ago
further progress
39 Days Ago
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
39 Days Ago
Fix player not always jumping out of a dive when pressing space
39 Days Ago
Added Dive/Slide particles Made it so you can't cancel a Dive mid-air Added short Hop when left clicking while sliding from a dive Diving into a jump pad will cancel the dive. Sliding to a halt will cause you to exit the sliding state
39 Days Ago
flip the axis lock
39 Days Ago
turn off shooters in playground
39 Days Ago
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
39 Days Ago
LookAt Component with axis lock
39 Days Ago
Fix Pause Menu not being able to unpause properly Fix WallJump making you jump a nearby wall when grounded Improved the wall slide and fixed Ability.HasGravity Added wall slide particles (will look a lot better once there's an anim) Remove some logs Exit running state when running into a wall
39 Days Ago
Update: Audio RPC codegen Missed in my previous commit - support for audio.enablesoundpooling. Tests: enabled the switch at runtime, produced assertions (expected)
39 Days Ago
Update: RPC Codegen Somehow missed it despite generating previously. Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
39 Days Ago
cliff_hills_large_e tighter anchors to fix terrain holes
39 Days Ago
Cliff_tall_d fixed terrain holes
39 Days Ago
sbox charm added, pixel charm removed
39 Days Ago
Merge from underwaterlights
39 Days Ago
Falloff tweaks. Brighter shallows.
39 Days Ago
merge from main
39 Days Ago
added wood_a2 blend + cardboardbox updates
39 Days Ago
Fixed Facepunch/sbox-issues#6518
39 Days Ago
Ensure vendor grabs correct direction for peek
39 Days Ago
Bullet shooter and mover
39 Days Ago
Merge: from soundmodulator_leak Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling). Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
39 Days Ago
Merge from underwaterlights
39 Days Ago
Merge: from main Tests: none
39 Days Ago
v2 tuning of underwater.
39 Days Ago
merge from world_update_2
39 Days Ago
scaling flow forces with shore distance (needs more tuning)
39 Days Ago
Update: Add console switch to enable sound pooling - Disabled by default while I'm investigating ongoing NREs in the area Tests: spawned 20 scientists and killed them. Ran around placing 100 barricades. Cut down 2 trees. Telemetry showed no pooled sound modulators.
39 Days Ago
Travelling vendor calculates the correct starting distance
39 Days Ago
edited blunderbuss viewmodel animations to prevent the shoulder clipping into view because the FOV and positioning of the gun was changed.
39 Days Ago
water treatment plant
39 Days Ago
Tin can alarms can no longer be picked up without building privileges
39 Days Ago
world_update_2 -> main (print statement was annoying!)
39 Days Ago
Removed spammy debug print statement
39 Days Ago
world_update_2 -> main
39 Days Ago
radioactive_water -> world_update_2
39 Days Ago
Bubble up rads called on server only
39 Days Ago