254,385 Commits over 3,990 Days - 2.66cph!

12 Days Ago
Mark the fields as non-serialized instead, should break less stuff
12 Days Ago
Merge from hotreload_serialiization_fix
12 Days Ago
Compile fix
12 Days Ago
Merge from hotreload_serialiization_fix
12 Days Ago
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway Should resolve the serialization error on server boot
12 Days Ago
ActionGraph: fixed not being able to save expression delegates
12 Days Ago
ActionGraph: don't try to set { init; } properties Fixes Facepunch/sbox-issues#7533
12 Days Ago
- Properly clamp mapped entry - Couple more safety checks
12 Days Ago
merge from main
12 Days Ago
check active inventory item instead of "held" since player's active weapon can be set in other places besides inventory input
12 Days Ago
Restore siege weapons research costs
12 Days Ago
merge from batteringramdoor_nre_fix
12 Days Ago
merge from highwalls_recipe_fix
12 Days Ago
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
12 Days Ago
Fixed BatteringRam.MoveToNormalBreakForce server NRE
12 Days Ago
Duplicated and null ingredients ItemDefiniton tests
12 Days Ago
Unused materials using those unused shaders
12 Days Ago
Fixed ice high wall double ingredients
12 Days Ago
merge from highwalls_recipe_fix
12 Days Ago
12 Days Ago
merge from main
12 Days Ago
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12 Days Ago
Rename functions (Tangent -> Handle)
12 Days Ago
Another potential VoiceComponent fix for Facepunch/sbox-issues#7450
12 Days Ago
Sync splines with PR branch
12 Days Ago
Merge In/Out & In/OutRelative into a single property.
12 Days Ago
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12 Days Ago
Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo Tests: compiles in editor in SERVER+CLIENT mode
12 Days Ago
Bugfix: ensure we cache WaterInfo for players that use various vehicles Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it. Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
12 Days Ago
Added Player:ExitLadder Remove unintended/possibly breaking changes
12 Days Ago
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo - allows further reusing of the same water info down the line I actually need it to make sure all our player's cached values are correct - will fix in next submit. Tests: none (as it's not in use in this CL)
12 Days Ago
Revert commit a6f4d1d0dcdda5da45be89b9ece67c21f18e9901 for now since that wasn't the correct solution
12 Days Ago
Fix spline editor to support vector3 scale
12 Days Ago
Bring spline code in sync with engine PR
12 Days Ago
Codegen/manifest to get bet branch working again
12 Days Ago
Delete unused (or should be unused) shaders * ui * ui_texture_on_model * visualize_cloth * visualize_nav * visualize_physics * blur * unlit (ui shader) Deleted unused non-compute gaussian blur shader Delete pre SM4/DX10 compatability code Don't try to disable these shader warnings
12 Days Ago
Decals gradient uv scales off the proper axis (stops mipmapping way too soon)
12 Days Ago
Phrase update
12 Days Ago
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12 Days Ago
Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
12 Days Ago
First person: move FireModeSelectAnim weightlists into prefabs
12 Days Ago
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12 Days Ago
Dispose SoundStream in VoiceComponent when finished. Facepunch/sbox-issues#7450
12 Days Ago
Add DataGrid Add DatePicker Add PlayFundService Add cron job to update playfund Add Playfund admin section Transaction page fixup Fix warnings
12 Days Ago
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12 Days Ago
Clean: fixing profiling scope name Tests: none, trivial change
12 Days Ago
Standalone: we might need this DLL actually 🙈
12 Days Ago
Merge from /indirect_instancing to fix build
12 Days Ago
Fixed battering ram arm not hitting decor colliders If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc Toned down the collision damage
12 Days Ago
Update: FinalzieTickParallel now uses batched WaterFactors query - had to add more fork-join-style code to deal with batching This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks. Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.