224,546 Commits over 3,714 Days - 2.52cph!

Today
added skybox_overcast_02
Today
Fixed long chat messages disappearing while being typed (disabled rect mask culling)
Today
Achievement system progress
Today
merge from external_holdtobuild
Today
Disable frustum shadow map culling using volume cullers, the view we render for the shadow is already doing frustum culling so I'm not fully sure if this is doing anything, on CS2 it seems to only be used for barn light shadows anyway ( And with an explicit illumination bounds OOB )? Fixes shadow flickering on props
Today
merge from main
Today
Fixed FSD-overrun-toy physics mesh & Reduced its size WIP net channel processing time limits
Yesterday
Adjusted shelves top collider to allow vertical barrel placement on the upper shelf
Yesterday
merge from qol_auth_friends_tc
Yesterday
merge from fix_enqueue_pings_nre
Yesterday
merge from electricity_power_fixes/2/doorcontroller/
Yesterday
merge from oilrig_exploit_fix
Yesterday
Automatically hook up input -> output signal for new expression graphs Fix version 7 upgrader Fix expression subgraphs
Yesterday
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Yesterday
vm sks fixes - corrected camera offset & hand cllipping during deploy
Yesterday
VR: Don't submit or wait for poses if the headset is in standby (prevents editor stalling when headset goes idle)
Yesterday
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂
Yesterday
Code dump for interactables, secondary grab points, smooth damp
Yesterday
Fixed ice throne colliders
Yesterday
Holographic sight also added to weapons with a top rail https://files.facepunch.com/rickgreeve/g60QQcweyh.jpg
Yesterday
Some clearer documentation
Yesterday
vm sks - fix for firing anims snapping & slow lerps into ironsght
Yesterday
Interpolation v2 (#1516) * Test * Clean up - use TransformInterpolate class * Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target * Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. * Fix to allow interp property to be set by GameObjectHeader * Serialize the interpolation bool with GameObject * Combination of fixed update interpolator and networked interpolation buffer. Working nicely * Some cleanup * Some extra docs + let's call it Query to match the other class * Use Time.Now * Restore backward compat LerpTo * Cull after, ensure move direct to last tx if query out of time but entries remaining * Fix formatting * Tiny tidyup * Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate * Actually enable it * Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
Yesterday
RPC Filter (#1549) * Update documentation * Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods * Update documentation * Change filtertype options * Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter. * More docs * Same logic for static Rpcs * Add single Connection overloads * this can be made private * Fix ambigious docs * Inverse logic (doh!) * Use hasvalue etc * Some fixes * Remove duplicate docs * Better docs * RPC in log for consistency * Add overloads for filtering RPC recipients based on a predicate * FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time * Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere. * Restore the old filter here even if e.Resume() throws * Early out / cut nesting * Tidy up
Yesterday
Rotate unicycle in customise menu + input hints Start work on achievement system
Yesterday
Fixed incorrect ShowBullet reload animation event configuration
Yesterday
Merge from main
Yesterday
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Yesterday
added toolgun to render scene
Yesterday
scale adam back to original mats
Yesterday
forest test updates
Yesterday
Adjusted double armored doors door controller socket positions Increased garage door door controller deploy bounds size
Yesterday
Input / output signals can be synchronous or async Got simple expression graphs working again, now with signals
Yesterday
updated mask texture
Yesterday
split off higher res ammunition from media branch and added to individual ammunition folders
Yesterday
Fixed deploy volume physic layer
Yesterday
vm sks fixes - skinned missing bolt carrier part & mag lock
Yesterday
camera aimer
Yesterday
phrases
Yesterday
SKS serializedVersion meta files changes
Yesterday
merge from electricity_power_fixes/2/doorcontroller
Yesterday
merge from gunaudiofixes
Yesterday
merge from fix_compressed_modded_tag"
Yesterday
Add library_install command (for editor) Mount asset filesystem from libraries Uploading libraries allows fbx files Add Game.Ident (fixes sbox-issues/issues/5435)
Yesterday
merge from helk_qol_01
Yesterday
merge from sks
Yesterday
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Leaderboard backup, run #11418
Yesterday
Update harbor_crane_a to fix missing meshes