244,596 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Fixed depth-of-field sampling leakin/haloing focused edges into a blurred background
1 Year Ago
added homing missile lods, textures and materials
1 Year Ago
Fix GameTask.source always being invalid in menu Warn if a TaskSource is created in an invalid state
1 Year Ago
Would be good if I reflected all use of RequestAsync and not break everything, thank god for unit tests
1 Year Ago
Http.RequestAsync( string method, string requestUri ) changed to Http.RequestAsync( string requestUri, string method = "GET" ) to match all other methods This is a breaking change, please update your code (I assume not many people are using this)
1 Year Ago
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1 Year Ago
/core/materials/dev/ vmat_c changes
1 Year Ago
Fix AmbiguousMatchException in string.ToType
1 Year Ago
Scale down 9mm silencer
1 Year Ago
TriggerTeleport: retain scale
1 Year Ago
Don't serialize forceAcceptAmmo no attack heli turret
1 Year Ago
Diamond plate tweak + blend Pvc panel tint mask Diamond plate blend textures
1 Year Ago
Warning for ambiguous GameResources
1 Year Ago
sbox_content recompile
1 Year Ago
Gamepad Support Refactor (#1218) - No manifest codegen - Gamepads work again (including Steam Deck) - Goes against what SteamInput is all about 😢
1 Year Ago
Rip out manifest codegen entirely Remove Sandbox.Gamepad Add Sandbox.GamepadCode Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately Refactor Input to grab action.DigitalAction Fix up GetButtonOrigin and glyphs Update manifest.vdf to use new actions Only process input actions with a valid gamepad code Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t ) Update default manifest again Fixed controller actions not being reflected serverside
1 Year Ago
manifest rebuild
1 Year Ago
Only call SetScriptingDefineSymbols in BuildAssetBundles if current defines and target defines are different
1 Year Ago
merge from main
1 Year Ago
merge from chinook_ground_fx_fix
1 Year Ago
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1 Year Ago
Potential fix for composter fertilizer NRE
1 Year Ago
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1 Year Ago
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Leaderboard backup, run #5453
1 Year Ago
Moved parachute canopy visuals to client-side only GameObject
1 Year Ago
Move parachute world colliders to server side only GameObject
1 Year Ago
Merge Main -> Parachute
1 Year Ago
Fix start vertex of multidraw being incorrect Some cleanup
1 Year Ago
Merge Main -> Save241
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Fixed tugboats not drifting if they had deployables or doors. Tugboats now also check On state and don't drift if engine is on (though this was already very unlikely to ever happen).
1 Year Ago
Compile fixes
1 Year Ago
Merge from main
1 Year Ago
Make steamID optional for clan score events Nexus clan implementation updates for score events Update FP.Nexus
1 Year Ago
Add clan score related things Fix limit value for get clan log not being passed to API
1 Year Ago
Added an information panel to the inventory that displays whether a blueprint is already unlocked, can be unlocked or cannot be unlocked
1 Year Ago
Merge Main -> Experimental
1 Year Ago
If boats are blocked from drifting, boatdriftinfo convar will now tell us why
1 Year Ago
Show draw call count with multidraw in perf 7 properly Move the temp manually assigning of computebuffers every frame above the loop that skips values
1 Year Ago
Fix mutlidraw count not being reset when new meshes are added
1 Year Ago
Ensure that non-multidraw instanced rendering still works to compare & see what is broken
1 Year Ago
Add all other mesh data to buffers & ensure they are assigned inside the shader: all uvs, normals, tangents, colors Ensure all buffers are diposed
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Attack heli: Fixed gunner interaction being possible from driver seat
1 Year Ago
Reduced attack heli turret upward gun movement range, due to barrel clipping for some weapons
1 Year Ago
Update RanksPage.razor.scss
1 Year Ago
Add ranks page listing the top 50 players
1 Year Ago
Another compile fix
1 Year Ago
Client compile fix