255,444 Commits over 3,990 Days - 2.67cph!
Improve file.Write function to return success status (#2178)
* Improve file.Write function to return success status
* Update file.Append to return success status
Fix indentation of the gamemode list items (#2179)
ParticleConeEmitter - use ParticleFloats, emit within the base of the cone, add Velocityrandom, CenterBias, CenterBiasBelocity, VelocityMultiplier
Update Test Scene
https://files.facepunch.com/lolleko/2025/January/10_18-17-TornAllosaurus.mp4
Ensured reload to reload step is smooth
Adding boomerang animation content and initial set up files
Add voices UI, tweaked voice transmitter properties to not be worldspace
- Use next free slot rather than shots left for reloading
- Disable barrel animation for reloading (just now)
- Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
Leaderboard backup, run #
16768
Clean: removing no longer relevant comment
Don't do effects if we're the server in many cases
Update: DemoServer improvements and fixes
- All ticks are now accepted
- exposed an editor only API to inject ticks (avoid serialization roundtrip)
- cleaned away tick logging - it generated too many logs
Ticks are now caught, which is nice, but it looks like it's not validating them all outside of demo playback (saw only 2 players doing it on a perf capture). That'll be next.
Tests: added temp debug assertions that would catch any discarded tick - played the new demo, and there were no more assertions.
Indirect Instancing: Add initial support for sub meshes
Can now Rename folders from the Asset Browser. Resolves Facepunch/sbox-issues#7351
Gradient editor: add shortcuts to reverse, distribute points evenly, clear to white
blowpipe viewmodel prefab updates
- set viewmodel mesh to 0.7 in the z ( to make it feel closer to camera)
- set up viewmodel renderers
- set to use viewmodel camera
- removed crossbow mesh from prefab
- removed ironsights script
Update charger and health kit, battery prefabs to use Network Object mode instead of Snapshot
dropped explosion force multiplier on catapult by a factor of 10
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
Add sbdm.cheatmode, don't start with all weapons
Add presets to gradient editor, ux improvements
https://files.facepunch.com/solw/2025/January/10_14-37-SolidUintagroundsquirrel.png
Prevent gradient editor colour points having alpha value
Support photoshop-style sampling of gradient color under cursor
https://files.facepunch.com/solw/2025/January/10_15-21-RemorsefulAsianlion.png
Fix being able to create new gradient point with a negative location
Add context menu to GradientControlWidget
Move process of parsing command line switches on boot and setting ConVars and ConCmds from them from native to managed. Control when they are set / run ourselves, we'll do it in Bootstrap.Init.
Fixed anim events error on flinch anims
Restored spine ik when eating and playing idle breaks
Reworked horse spine IK
Smoothed eye pos to reduce motion sickness when riding
Some leading tweaks
Leaderboard backup, run #
16766
allowed better validating from the towed vehicle whether it is in a state to be towed
- exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
Leotard Female Human version + female human _REF file
Tweak player controller acceleration
Add PlayerController.AccelerationTime , DeaccelerationTime
Added "Create Objects at Origin" to Editor Preferences
Move Widget Debugger and Input Debugger to the "Debug" menu instead of "Help"
Added ColorPicker.HasAlpha and [ColorUsage] attribute. Attribute allows you to specify whether or not a Color has Alpha or HDR options in the color picker.
Make ColorControlWidget support Color32
Fix Right Click -> Copy/Paste between Color and Color32 Properties
Make ColorControlWidget support ColorHsv. Add ColorHsv to TypeLibrary.
Open Color Popup on the correct initial color for Color32 and ColorHsv. Use FloatControlWidget for ColorHsv.
Call VfxRemoveUnnecessaryEntriesFromVariableIndexArrays after ComputeVariablesUsedInStaticCombo - Should fix some variables getting removed when they're still used
Rat: if on ground, keep pitch at 0
Switch game on end
Hide warmup if GameConfig.GameLoop is false
Add spawncam to quicktest
Leaderboard backup, run #
16765
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Reduce playercontroller animator leaning a bit
Add Game.Load( gameident ), client reconnect
updated minicrossbow vm anims
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Upadting skinning on lower LOD levels for knight armour
fixed floaty window collision on shipping container skin
Update: DemoServer - split ticks by distance instead of time
- Splitting by time didn't guarantee that they were in valid distance ranges
- Also handle case where we get positional data while the player is still initializing
Getting closer, according to logs most ticks get accepted, but there are still a bunch that get filtered out - investigating.
Tests: played the same demo, observed the logs.