255,019 Commits over 3,990 Days - 2.66cph!

24 Days Ago
Fix exception when firing guns and not holding a shield
24 Days Ago
merge from primitive
24 Days Ago
Techtree T0 progression fix weapons t2
24 Days Ago
Fix croc sometimes snapping between water surface and water floor
24 Days Ago
Hook up ISceneEdited editor event again for movie maker
24 Days Ago
Fixed missing backfaces on battering ram build stage
24 Days Ago
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around) Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows Moved effect projectile gravity bypass to Projectile.noGravity
24 Days Ago
Updates to jungle prop blockout scale. Work on ziggurat shell and scene.
24 Days Ago
24 Days Ago
cherrypicking 110851 Fix heli targeting scientists
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24 Days Ago
Sav update
24 Days Ago
Hide Collider.Static for concave colliders, concave can only ever be static
24 Days Ago
Add extend edges operation https://files.facepunch.com/layla/1b2911b1/sbox-dev_0zyz9ksM3A.mp4 Remove primitive list from mesh component widget, has no real use and gets in the way
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24 Days Ago
Backups
24 Days Ago
Leaderboard backup, run #17213
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24 Days Ago
Map & save backups
24 Days Ago
Merge from primitive
24 Days Ago
Added primitive sell order lists for water well vendor
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24 Days Ago
Merge from primitive
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24 Days Ago
Merge from primitive
24 Days Ago
IsAllowedInEra now works correctly if passed a mask Player vending machines can now list items that are marked Loot, Craft or Vending NPC vending machines will only list items that are marked Vending Fixes not being able to see or list chainsaws in player vending machines, but still preventing NPC vending machines from selling them
24 Days Ago
Compile fix
24 Days Ago
creativemode.freerepair updates the battering ram head flags correctly
24 Days Ago
creativemode.freerepair works with constructable entities
24 Days Ago
Reduced the collision damage horses can inflict on vehicles
24 Days Ago
Same idea as 111903 but with working code this time
24 Days Ago
Ballista projectile LOD & trail fixes. Impact FX prefabs.
24 Days Ago
Only use the ground alignment threshold when the tarrain normal variation is above 10 (rough terrain)
24 Days Ago
Added item counts and names to enforce_era_restrictions command
24 Days Ago
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24 Days Ago
Reduced arrow protection on metal shield (100% -> 90%), fixes metal shields taking 0 damage from arrows Fixed fire arrows bypassing shields entirely (just the direct impact, players will still take damage by standing in the fire spawned by these arrows)
24 Days Ago
Updated ballista bolts descriptions, fixed piercer using hammerhead desc Updated engine.json
24 Days Ago
Mark player as hostile after firing a loaded catapult Ballista comments
24 Days Ago
Remove final leftover debug log
24 Days Ago
merge from aux2
24 Days Ago
Compile fix
24 Days Ago
merge from primitive
24 Days Ago
merge from primitive/ballista_projectile
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24 Days Ago
Merge from primitive
24 Days Ago
mini crossbow sounds
24 Days Ago
Disabled projectile refraction on ballista piercer
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24 Days Ago
Merge from primitive
24 Days Ago
Added very low anti-vehicle damage to all other bolts to trigger the addforce on impact
24 Days Ago
Piercer bolt, anti-vehicle damage Can pierce through armored vehicles
24 Days Ago
Removed references to mission rewards in dive master mission conversation (will need a phrase rebuild)
24 Days Ago
Add ShaderGraph.IsSubgraph and add "Shader Sub-Graph" to the New Asset menu Shader Sub-Graphs are now saved with the `.shdrfunc` file extension despite being the same asset (just so it can be registered with a different icon and filtered against in the Asset Browser to reduce user confusion) Give .shader, .shdrgrph, and .shdrfunc assets different colours in the Asset Browser Don't include BlendMode, ShadingModel or Domain in Subgraphs Don't include "Material" ShaderNode in the Create Node/Palette menus of Subgraphs. Ensure proper extensions are used when opening the respective file types. Add PlugInfo and make BaseNode.Inputs and BaseNode.Ouputs virtual. Added FunctionResult ShaderNode, can only be created in Subgraphs and is created as the default node in newly created Subgraphs Fix Shader Graph wanting to save/load as sub-graphs Make sure [Title] attributes are still respected with PlugInfo FunctionResult can now have a variable amount of inputs of varying types defined by a Dictionary. These are to be used as the outputs of the eventual sub-graph node Use shader-specific types for FunctionResult Inputs https://files.facepunch.com/CarsonKompon/2025/January/16_16-02-HumiliatingMorayeel.png Rename "Inputs" -> "Outputs" on FunctionResult since that's technically more accurate Instantly update the Result node when Outputs are modified https://files.facepunch.com/CarsonKompon/2025/January/16_16-18-WarmIncatern.mp4 FunctionResult node will produce Errors preventing compilation https://files.facepunch.com/CarsonKompon/2025/January/16_16-48-VictoriousBrownbutterfly.png Fix NRE when attempting to save with unresolved errors Guarantee IsSubgraph is set properly from the ShaderGraph window Only Update FunctionResult.Inputs when necessary instead of when accessed. Add PlugInfo.GetInput() and serialize PlugInfo.Name as the property name instead of display name Fixed NRE when FunctionResult name is left null Subgraphs no longer attempt to generate a .shader file, and will run error checks in the graph on Save FunctionResult Inputs now maintain connections upon being regenerated FunctionResult node generates inputs before creating connections to ensure connections are always deserialized correctly PlugInfo correctly uses property name if no [Title] attribute Refactor Result node into an abstract BaseResult class which Result and now FunctionResult can both inherit You can now specify the preview type for certain Output variables on a Subgraph so changes can be reflected in the Preview window. https://files.facepunch.com/CarsonKompon/2025/January/21_12-51-DifferentAmericanbulldog.mp4 Can change Preview Blend Mode/Shading Model/Domain in Subgraphs Implemented all other preview types for FunctionResult Fix GraphCompiler failing when using Unlit in Subgraphs Subgraphs have Title, Description, Category, Icon and Add To Node Library properties. To be used for the created node Added SubgraphNode which references a .shdrfunc. Results in graph errors if the references graph cannot be found or the references graph has errors Dragging a .shdrfunc asset into a ShaderGraph will create a Subgraph Node referencing the dragged asset Fix error when deserializing SubgraphNodes SubgraphNode now uses the Title, Description, and Icon from the referenced Subgraph SubgraphNode now generates inputs from any Parameter nodes in the subgraph, with default names for any without. SubgraphNodes now generate output plugs from the FunctionResult node in the references Subgraph https://files.facepunch.com/CarsonKompon/2025/January/21_16-23-CoordinatedEastsiberianlaika.png Subgraph "Add To Node Library" adds the subgraph to the Create Node menu so they can be easily accessed. https://files.facepunch.com/CarsonKompon/2025/January/21_16-51-HardVampirebat.mp4 Double Clicking a Subgraph Node instantly opens the Subgraph Implemented the file history forward and back buttons when navigating through multiple ShaderGraphs in the same window https://files.facepunch.com/CarsonKompon/2025/January/21_18-29-MidnightblueSandbarshark.mp4 Add [Hide] to TextureCoord.Title override Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons Created ITextureParameterNode and started custom inpsector editor for when texture samplers are present Custom Subgraph Nodes now detect sampled textures and allow you to change them as properties Display Default Values on unconnected inputs of Subgraph Nodes https://files.facepunch.com/CarsonKompon/2025/January/22_15-34-AnyAllensbigearedbat.png Fix NodeResult shader compile error Slight refactor to BaseNode.CreateEditor Added IParameterNode.GetRangeMin and GetRangeMax. Parameter Nodes have "CanEditOnNode" instead of "IsAttribute" when in a subgraph. Determines whether or not an inline editor is created on the node Use SubgraphNode.InputReferences when creating the DefaultEditor and drawing the default Plug Value Ensure that inline DefaultEditors for subgraphs grab the UI.Step value for sliders Make Color Editor works with SubgraphNodes Remove debug log Replace ParameterNode.CanEditOnNode with ParameterNode.IsRequiredInput since thats a bit more user-friendly Don't include inline editor when UI.Type is set to Default Default values of subgraphs are now editable via Properties if not a required input Custom subgraph nodes now produce errors when required inputs are left without connections https://files.facepunch.com/CarsonKompon/2025/January/23_11-38-RudeFattaileddunnart.png Make sure errors are also displayed in Subgraphs ShaderGraph GraphCompiler can now resolve the results of Subgraph nodes (only in a few cases at the moment) GraphCompiler now resolves nodes referenced in NodeResult.Func outputs when in subgraphs appropriately Fixed nesting issues with GraphCompiler and subgraphs GraphCompiler will now resolve inputs for parameters within subgraphs Make sure DefaultEditor draws the correct Default Value GraphCompiler now pulls the Default Value set on a SubgraphNode if input has no connection Fix infinite loop when saving some graph configurations Cleanup GraphCompiler.Result() and remove debug logs Fix DefaultEditor NRE Label default properties as "Default {x}" Fix Subgraph preview not compiling properly after new changes to GraphCompiler Make sure Result node returns default values when evaluating material/pixel output Ensure all variables/attributes are defined properly by changing some order. Fixes shader compile errors. Fix issues with graph nesting evaluation Fix attributes from parent graphs not being pulled in all cases. Do not expose parameters/attributes from subgraphs in final shaders Fix GraphCompiler pulling the cached input results from other graphs during preview compilation Add IParameterNode.GetDefaultValue(), used to pre-populate inputs on created sub-nodes Require input names on subgraphs, error when any are matching. Subgraphs within subgraphs now working as expected EditorEvent fires whenever a subgraph is updated, reloading any open windows that reference the subgraph Compile when initially loading a ShaderGraph file so you don't have to save to see the preview Trying to open a ShaderGraph file that's already open will bring the window to the front instead of throwing a warning Updating a DefaultValue on a Subgraph node will instantly reflect the changes Constant nodes now have a "Preview" input in Subgraphs that is used to preview a default value for that input https://files.facepunch.com/CarsonKompon/2025/January/27_16-57-SociableMilkweedbug.mp4 Hopefully fixed the last of the graph nesting issues. Should support all cases of subgraphs within subgraphs https://files.facepunch.com/CarsonKompon/2025/January/27_18-37-PessimisticTuatara.mp4 Remove all the debug logs ParameterNodes in a Subgraph without a name will be treated as constants and will not be exposed as inputs TextureParameterNodes throw errors for name conflicts Nested ITextureParameterNodes are resolves properly. Textures are now saves with DefaultValues in SubgraphNode. Can now Right Click -> Create New Node from a selection of nodes to create a Subgraph (similar to ActionGraph) https://files.facepunch.com/CarsonKompon/2025/January/28_12-16-PortlyKid.png Right Click -> Create Custom Node now creates the newly created subgraph node in-place and re-assigns all the connections https://files.facepunch.com/CarsonKompon/2025/January/28_15-03-HumiliatingPlatypus.mp4 Ensure all input fields are generated properly when doing Right Click -> Create Custom Node Create Custom Node will no longer create duplicate inputs when multiple nodes within share the same one input Remove some debug stuff Don't show "Create Custom Node" when selection includes a function or material output node Filter out certain nodes from GetRelevantNodes so they can't be created from Right Click Menu Subgraph Nodes are green to establish a language that they are user-defined functions that can be clicked into. Result Nodes (the final output nodes) are color-coded blue. https://files.facepunch.com/CarsonKompon/2025/January/28_16-22-ThornyConch.png
24 Days Ago
cookingv2 -> bees
24 Days Ago
Reduce some random clockwise rotations on mini crossbow
24 Days Ago
clientside effects now terminate at the distance of the hit target rather than carry on forever legacybow turret setup
24 Days Ago
update sprite tools fix boss hp on diff 6 wipe diff 6 leaderboard increase xpdamage radius simplified health regen/drain nerf some curses a bit