250,257 Commits over 3,959 Days - 2.63cph!

2 Months Ago
Add Package.ThumbTall and Package.ThumbWide Fix button href debug Player feed
2 Months Ago
Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
2 Months Ago
Fix NRE in trigger rework
2 Months Ago
Added notifications
2 Months Ago
Add DateTime.Humanize(), TimeSpan.Humanize() Add number.ToMetric() (1100 to 1.1k) Fix clicking packagecard title opening website Fix settingspage button heights
2 Months Ago
Leaderboard backup, run #15293
2 Months Ago
Refactor crosshair, no more razor Hitmarkers, kill markers re-implementation
2 Months Ago
Tile bounds now only match the input geometries bounds on the z axis. Use physiscsworld instead of navmesh to determine agent Z position Improve tiling properties docs Fix navmesh editor auto update Remove useless recast config Remove unused navmesh triangle code
2 Months Ago
Fix review notification
2 Months Ago
Latest services api Expose news api in Sandbox.Services.News Add MenuUtility.GetPlayerFeed( take ) Add apis to get notification counts, mark read, get array of latest notifications
2 Months Ago
Don't return a success status from the position generator as we don't project on nav anymore, so it'll always succeed
2 Months Ago
Fix target check that was inverted after refactoring target getter
2 Months Ago
Prevent player dismounting from temp ragdoll mountable
2 Months Ago
Add get feed to api Update packages Move notifications Add INotificationService Add INewsApi Fix not marking notifications as read
2 Months Ago
Remove unused RequireComponent attribute since components are now cached in the base state class
2 Months Ago
Use sense component member functions instead of magic extension functions to get or set the target This makes the API more consistent
2 Months Ago
Remove some state local references to components that are no longer needed since references are now kept in the parent state class
2 Months Ago
Reduce memory allocations in PhysicsShape::GetTriangulation Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg)
2 Months Ago
Improve & Optimize Tiled Navmesh Debug Draw https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
2 Months Ago
PlayerController stash
2 Months Ago
Fix PhysicsBody.IsTouching returning too early
2 Months Ago
Fix touching colliders only being added to triggers
2 Months Ago
Add PhysicsBody.IsTouching( body ) Rework triggers to check for exit events at the end of physics step, should be more reliable than ref counting touch events
2 Months Ago
Reduced the limbs rdrag and added bounciness
2 Months Ago
Added a seat in the catapult basket that players can mount Firing will launch any mounted player Catapulted players are put in temporary ragdoll mode
2 Months Ago
Added an orientation debug gizmo to the parent nested prefab. 40mm size a little bit up again. Fully realistic size too small.
2 Months Ago
Make transform between tile world and voxel space more explicit Improved namvesh debug drawing
2 Months Ago
merge from siege_weapons
2 Months Ago
merge from ragdolling
2 Months Ago
Compile fix
2 Months Ago
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2 Months Ago
Fix removing br in news posts Tweak how ratings work, fix particles Move HasAssetLicense to PackageType
2 Months Ago
Keep news post counts kind of updated
2 Months Ago
Leaderboard backup, run #15269
2 Months Ago
Map Updates https://files.facepunch.com/daniel/1b0911b1/sbox-dev_MIOeMMuPT9.jpg
2 Months Ago
Minor texture cleanup
2 Months Ago
Clothing Update
2 Months Ago
Kapok tree greybox and swinging vine greybox
2 Months Ago
Fixed a crash when adding/removing a lot of slacked points to a wire Fixed a wire length calculation when adding and removing a lot of points Native arrays allocation optim
2 Months Ago
More particle system changes from CS:GO Endcap particle stuff. New parameters for all operators: "operator fade oscillate", "operator time offset seed", "operator time offset min"/max, "operator time scale seed", "operator time scale min"/max, "operator time strength random scale max", "operator strength scale seed", "operator strength random scale min"/max, "operator end cap state" Particle intitializer updates from CS:GO "scale cp (distance/speed/local speed)" for C_INIT_CreateWithinSphere "randomly_flip_direction" for C_INIT_RandomRotationSpeed and C_INIT_RandomRotation "shuffle" and "linear" for C_INIT_RandomSequence "use particle count instead of time" for C_INIT_PositionWarp "Use sequential CP pairs between start and end point" and "Save Offset" for C_INIT_CreateSequentialPath "collide with water" for C_INIT_LifespanFromVelocity Internal changes to certain particle initializers from CS:GO Added "Lerp EndCap Scalar" and "Lerp EndCap Vector" Ops New options for rope particle renderer "texture_offset", "scale CP start", "scale texture by CP distance", "scale scroll by CP distance", "scale scroll by CP distance", "scale offset by CP distance"
2 Months Ago
Re-applied the PlayerAnimation animator changes from 107542
2 Months Ago
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
2 Months Ago
Selected Tags in PackageTagFilters will still show up if their results are 0, so you can remove the tag instead of it being hidden
2 Months Ago
Set battering ram wheels lod to dynamic
2 Months Ago
Fixed the Main Menu OrganizationModal Add hover/press sounds to packages in games/maps list, prevent x-scrolling.
2 Months Ago
Switched siege tower detailed colliders to use the vehicle large layer Added construction component Added deploy volume to wooden ladders to exclude siege towers
2 Months Ago
Update: adding extra logging and sanity checking when exporting a profile snapshot For some reason one of frames from standalone gets borked - hoping this'll help track it down. Tests: exported craggy in editor
2 Months Ago
- Fixed issue causing effects to spawn inside siege tower - Removed left over mesh renderers - Renamed some colliders
2 Months Ago
Update: Gather GC.Collect activity into perf snapshot - Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.
2 Months Ago
Revert some test code