256,238 Commits over 4,018 Days - 2.66cph!

7 Months Ago
Fix test
7 Months Ago
Respect JsonIgnoreAttribute when serializing component properties We were already checking it for fields Revert "Add LargeNetworkFiles table" This reverts commit 7365c616af37ef1665abe4961344013815e89b70. Accidentally rebased master onto a branch - Metapyziks Fix warnings in ParticleVector3ControlWidget Fix some download toasts sticking around forever, and incorrectly displaying as cancelled Populate Json reflection cache in Json.Initialize We were seeing some long frame times during first-time prefab instantiation caused by this Do panel bind/parameter events when things change even if tree is empty, Facepunch/sbox-issues#5908 Custom panels that do stuff/populate from attributes etc should work again now, incl settings page Don't use internal message type for changing level Fixed retry logic Docs Merge branch 'master' into local_files Merge fixes
7 Months Ago
Merge branch 'master' into local_files
7 Months Ago
Move the asset download cache to a single purpose class
7 Months Ago
Update: Review Feedback - Part 3 Renaming FreeUnmanaged primary overload to FreeUnsafe to clearly indicate that it's an undesired API. Tests: built all targets
7 Months Ago
Tests: Review Feedback - Part 2 This covers basic scnearios of Pool usage. Tests: Ran the new unit tests - they pass.
7 Months Ago
include steer and pitch inputs to animation, changed client update to have packed vector of inputs
7 Months Ago
Boomerang Texture Update.
7 Months Ago
Added Boomerang world model and LODs. Updated Textures.
7 Months Ago
WIP adding simplified interface ditto
7 Months Ago
Style 02 setup/debug
7 Months Ago
Fix Function Keys not being sent when in-game since it was checking for a console bind instead of keybind
7 Months Ago
Don't use internal message type for changing level Fixed retry logic Docs
7 Months Ago
fixed lod3 displaying incorrect material, set lod distances to the same as the other toolcupboards
7 Months Ago
Merge main
7 Months Ago
Remove `Editor.Option.ShortcutContext` Strip native shortcuts from `Editor.Shortcut` class. Make class internal. Documentation cleanup Update Shortcut.Invoke so it handles Mode logic EditorShortcut.Invoke is now a bool returning whether or not a shortcut was invoked from the pressed keys Shortcuts are now invoked from Sandbox.Tools instead of thru native QT shortcut. Make `scene.fullscreen` (F4) bind static. Fixes rebuilding issue.
7 Months Ago
Flagged above ground tunnel entrance prevent-building volume as Tunnels
7 Months Ago
Added a new Tunnels ColliderInfo flag, so it can be used to ignore tunnels prevent-building volumes Flagged train_tunnel_nobuild volume as Tunnels Tin can alarm now deployable in tunnels
7 Months Ago
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component S2P
7 Months Ago
only inherit mount velocity on ragdoll
7 Months Ago
Fixes
7 Months Ago
New set of damage and destruction effects to be in line with the other choppers.
7 Months Ago
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7 Months Ago
added road rejection to jutting cliffs
7 Months Ago
Have wolves only fall over on headshots
7 Months Ago
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7 Months Ago
Added Note World Model Imported Note World Model Materials, Model, Textures Setup Note World Model Prefab, LODS and Colliders
7 Months Ago
Fix filesystems not clearing properly between games Download required files from server
7 Months Ago
wip/test changes
7 Months Ago
exported wolf run hit left and right animations
7 Months Ago
Elevator vehicle merge -> main
7 Months Ago
Increased elevator floor colliders Hopefully prevent clipping off elevators
7 Months Ago
extra jutting cliff prefab
7 Months Ago
Interrupt sprint when trying to ADS
7 Months Ago
Do panel bind/parameter events when things change even if tree is empty, Facepunch/sbox-issues#5908 Custom panels that do stuff/populate from attributes etc should work again now, incl settings page
7 Months Ago
Clean: Review Feedback - Part 1 - Make scopes explicit with brackets - Get rid of System namespace prefix (as we declare that we use System's names) - Renamed `deepFree` defaulted arg into `freeElements` - FreeUnmanaged(MemoryStream) no longer sets Position anymore - Commented the API Tests: Built C+S target (as it's trivial build-only changes)
7 Months Ago
Only switch to picked up equipment that's in a lower slot Like don't switch to a picked up pistol if you've got a rifle out
7 Months Ago
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7 Months Ago
Populate Json reflection cache in Json.Initialize We were seeing some long frame times during first-time prefab instantiation caused by this
7 Months Ago
Entity Leak Fix -> Main
7 Months Ago
No network files needed for remote packages File download framework Add Connection.SendRequest<T> - allows async waiting for a response to a specific message, instead of routing through global handlers Request files loop
7 Months Ago
set mount pose to sit _DPV on DPV deployed prefab
7 Months Ago
Check if refill container move is unsuccessful. Delete to avoid memory leaking
7 Months Ago
Update: Removing FreeDynamic from Pool Reimplemented the 2 cases where it's used to work without losing information about the type (so we can use Free instead). This also gets rids of unnecessary allocations. Tests: Built all targets. Tried to test runtime (2p multipalyer), got confirmation that the server initializes but nothing hits it. In next CL I'll push out a unit test for ServerMgr, since it looks to be possible.
7 Months Ago
Switch player grabber back to physics body, just don't grab statics. Use IsValid checks because grabbed body can be deleted