255,833 Commits over 3,990 Days - 2.67cph!

49 Days Ago
Add PlayerController.RunByDefault , PlayerController.AltMoveButton
49 Days Ago
added updated AO. Adjusted materials and removed disable shadow component from prefabs
49 Days Ago
Tweak tripmine laser, colors
49 Days Ago
Add Capsule and Line to TypeLibrary
49 Days Ago
FuncDoor Open away from player bool
49 Days Ago
RpgWeapon -> BaseWeapon, doesn't use ShootEffects
49 Days Ago
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49 Days Ago
Death notices - validate player, could've been killed and removed Add RPG, has unguided and guided modes Gauss: add ricochet to last trace Moved rpg pointer glow texture into project Update RPG icon
49 Days Ago
Accidentally yanked Src/DstBlend from Spritecard, also bring back shading complexity to it even if it makes code awful for now
50 Days Ago
Fix typo causing var property to not be hidden
50 Days Ago
Add ConVar flags Remove dead code Route console commands from engine to managed No need to register convars with engine, we are the owner now Strip command buffer running, aliasing Store native console commands, everything works again Native console command help etc print variable value when no arguments Move "find" to c#, add ConvarFlags.Hidden Autocomplete is all c# Remove IConfigurationSystem Remove CommandTarget_t, InputCommandSource_t Don't need these hacks to create SceneNetworkSystem anymore Remove more unused convar code Replicated convars stringtable Capture native convars more reliably, without having to query Userdata convars Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected Remove FCVAR_DEVELOPMENTONLY Remove FCVAR_GAMEDLL Remove CCommandBuffer Remove FCVAR_RELEASE WrapepdPropertySet provides a Getter, to get the current value Include all attributes with wrapped properties, no just the codegen attributes ConvarSystem.SetValue always takes a string value instead of object Only set native convar if value is different Move sv_cheats to game code, so it gets codegen Always register sbox.game assembly with convar system Only set managed convar value if value changed Placeholder to return replicated values for convar Call ConVarSystem.OnConVarChanged when managed convar changes Native convars call OnConVarChanged Rename ConvarFlags to ConVarFlags Remove dead code Delete ivr.h, remove g_pVr (none if this is used anymore.. right?) Fix CodeGen attribute blunder Fix unit tests getting the wrong envrionment var (not sure what changed) Rename ConVar to ConVarAttribute, ConCmdAttribute Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
50 Days Ago
Update Facepunch.ActionGraphs to 1.8.56 * Fix ignoring _type property of method nodes with target input * More robust method binding for generic types
50 Days Ago
50 Days Ago
More robust method binding for generic types
50 Days Ago
Merge from train_tunnel_altitude_2
50 Days Ago
Fixed terrain around train tunnel above / below ground connection
50 Days Ago
More robust method binding for generic types
50 Days Ago
50 Days Ago
Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
50 Days Ago
Skin Pass for knight armour set
50 Days Ago
Increase collision on tripmine so you don't slide off them
50 Days Ago
50 Days Ago
Fix ignoring _type property of method nodes with target input
50 Days Ago
Multiple Satchels
50 Days Ago
Fix ignoring _type property of method nodes with target input
50 Days Ago
50 Days Ago
Move spline deformation away from vertex shader to allow deformation of arbitrary models Deform spline models on the CPU like a cavemen. Use RMF to avoid twisting artifacts. Will move this to a compute shader eventually. https://files.facepunch.com/lolleko/2025/January/08_10-35-AgileHectorsdolphin.png
50 Days Ago
Merge from main
50 Days Ago
Merge from presets_editor/quality
50 Days Ago
Fix CodeGen attribute blunder Fix unit tests getting the wrong envrionment var (not sure what changed) Rename ConVar to ConVarAttribute, ConCmdAttribute
50 Days Ago
Fixed preset order of values for water.reflections and graphics.shaderlod
50 Days Ago
Fixed mipmap tooltip.
50 Days Ago
Fix skin weights
50 Days Ago
Remove dead code Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
50 Days Ago
Remove FCVAR_RELEASE WrapepdPropertySet provides a Getter, to get the current value Include all attributes with wrapped properties, no just the codegen attributes ConvarSystem.SetValue always takes a string value instead of object Only set native convar if value is different Move sv_cheats to game code, so it gets codegen Always register sbox.game assembly with convar system Only set managed convar value if value changed Placeholder to return replicated values for convar Call ConVarSystem.OnConVarChanged when managed convar changes Native convars call OnConVarChanged Rename ConvarFlags to ConVarFlags
50 Days Ago
Leaderboard backup, run #16709
50 Days Ago
Make the ID field read only Fixed create button on objective fields not working when creating embedded assets
50 Days Ago
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50 Days Ago
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50 Days Ago
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
50 Days Ago
Lighter version of legs animator on the server horses Various anim tweaks
50 Days Ago
Remove ToolsVis() MODES from all shaders 🙏🏻 Remove ToolsWireframe and ToolsVis from shadergraph template
50 Days Ago
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
50 Days Ago
Client side spoil timer now takes refrigeration into account and shows a little icon to communicate what's happening
50 Days Ago
Add EnvironmentMap class for EnvMap.hlsl, allows you to fetch contribution of all environment map lighting, fixes CubemapReflections toolsvis, move stuff out of lighting.fxc Init ToolsVis color to gray if mode is not supported, same behaviour as before
50 Days Ago
Remove vr_tools_vis.fxc, have it all in ToolsVis.hlsl as a class, remove all dangling S_MODE_TOOLS_VIS combos ToolsVis for Material lives in ShadingModel, custom shadingmodels implement their own Rest of shaders that do custom toolsvis behavior with new api Remove any #if S_MODE_TOOLS_VIS, makes it able to slide smoothly into new system Let toolsvis combo live where it was before (we're removing it right after) and remove S_MODE_TOOLS_VIS reference on spritecard, baked light vis on shadingmodel
50 Days Ago
Merge from primitive
50 Days Ago
LegsAnimator culling changes to support lods
50 Days Ago
Backups
50 Days Ago
Merge from parent