223,379 Commits over 3,684 Days - 2.53cph!

Today
Fix target detection triggers for turrets on nexus ferry being very far away from the turrets
Today
Fix foundation not replacable under a roof - ensure foundation can't be placed clipping into roofs https://files.facepunch.com/jakerich/DiEvbg8FtDsQvCkQ/ZXt1WMKFWMUmUu0d.png https://files.facepunch.com/jakerich/ba6PAFGqdbJdQgs8/xFa89R274Dbx7H8o.png
Today
Fixed reload option when selecting a minigun in the inventory not translating properly
Today
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
Today
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?
Today
S2P both stables and fishing villages
Today
Fix 'Saved = true' being set for the new function
Today
Add `refresh_nickname_cache` to force manual refresh of steam nicknames
Today
Force the nickname cache to refresh when connecting to a server to give steam every chance in the world to download nicknames
Today
Script setup on tools
Today
More map marker size adjustments
Today
Remaining throwables w/ script setup
Today
Fixed one of the cake candles getting blown out out when you run far
Leaderboard backup, run #11125
Today
Don't allow missions to end if the player doesn't have enough slots in their inventory for all of the rewards (includes any applicable bonus rewards) Show an error toast in this case Toasts can now appear while the player is in a conversation
Today
Shrink vending machine clusters that are too close to mission marker clusters
Today
Conversation screen can now be closed with escape
Today
Change "build" naming to "export", makes more sense Wizard cleanup Share wizard code between publish/standalone
Today
Gizmo.Control.BoundingBox
Today
Constant roam Get random point closer to agent Use a bounding box for npc spawn
Today
Initial standalone build wizard Standalone player exe Export into `data\` Copy all the stuff we want from core, base, citizen, bin Application.IsStandalone, don't try to load menu project if standalone Load from manifest, un-hardcode paths Fix paths, temporarily copy sbproj We should be able to get away with not copying these manually, asset system should handle it We need a few files from core, though Clean up, slightly improved wizard Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Better ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Include gamecontrollerdb.txt in standalone build Build queue before copying (so we get compiled assemblies) Temp copy video.json (because I'm sick of it launching in fullscreen) Split out data dir and game data dir Don't need to save off absolute game data path, just use relative path Temp copy some more stuff data/ conflicts with existing path, use export/ instead Load assembly, filesystem Copy base UI textures and fonts Cleanup Move standalone-specific stuff into StandaloneGameInstance Test fetching all code manifests Interop as array Safe copy Log copies Use code resources where we can Only copy compiled code resources Don't copy tool dlls Cleanup Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible Copy all core models too (mainly for box, sphere models) Wizard UX improvements Paths cleanup Rebase fixes Fix paths for new folder layout
Today
Remove keycard on use Destroy fire if lasts too long NPC now roam
Today
Fix nexus map not filling the screen when zoomed out on ultrawide displays
Today
Added support for 'AssetModificationProcessor' interface, which now keeps track of added and removed assets, allowing the tracker to process those entries
Today
Refresh list of nicknames every 30s for the first 2 minutes of gameplay, then move to refreshing steam nicknames every 5min
Today
Fix client crash when loading clan score events
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
Today
Fix minigun deleting ammo when it runs out of durability and deletes itself (by putting ammo into inventory)
Today
Shadergraph: Add depth node
These two clothing icons were missed in the layout change
Today
Add `breakheld_almost` command to put the held item to 1 durability
Today
Update Facepunch.ActionGraphs Use ActionGraphCache when cloning / instantiating GameObjects
Today
Test scene for benchmarking cloning objects with ActionGraphs attached
Today
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Today
Clamp navmesh heightfield size to sane values to avoid alloc crash
Today
Move editor addon .cs files to Code directories Update .git-blame-ignore-revs
Today
Fix unable to replace foundation under half height floor after the foundation is destroyed - exclude floors from normal deploy volume - add smaller build volume the exact size of the foundation specifically for floors https://files.facepunch.com/jakerich/8JGYPyRbYbgdmtWo/5QcMFMEycMJf4bG7.png
Today
Merge from unity_2022.3.24
Today
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Today
Ability to auto join full servers when they get a free slot https://files.facepunch.com/rubat/2024/April17-7-UnwittingManta.png The selected updates every 10 seconds now. Ability to add servers to favorites by IP https://files.facepunch.com/rubat/2024/April17-11-PinkIvorybackedwoodswallow.png
Today
Benchmark cached vs uncached
Today
Wizard UX improvements Paths cleanup
Don't use 4 players lol Refactor projectiles to not require a collider
Add GameStateManager.PlayerCount for debug
Refactor player movement a bit, turn rate does stuff now, boost reduces turn rate drastically
Today
Shoot projectiles instead clean up
Today
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Extend projectile lifetime when a shield deflects
Today
NPC can do damage now
Projectile colors are based off player color (https://files.facepunch.com/devultj/1b1711b1/sbox-dev_mphdzgYk4J.mp4)