250,703 Commits over 3,959 Days - 2.64cph!

Yesterday
New Clothing - Headphones https://files.facepunch.com/daniel/1b2011b1/0OyFzoEgI6.png LODs and Human aswell
Yesterday
Spent a bunch of time trying to ensure that the spawn handler would rebalance the nodes when the server's era is changed and there should be lower % of sulfur nodes
Yesterday
clawhammer meta
Yesterday
clawhammer_b prop
Yesterday
Fix AssetPicker errors and use new AssetPicker.Create syntax.
Yesterday
Setup tiger fsm and hook anims
Yesterday
40% ~ increase on mini crossbow projectile velocity
Yesterday
- Fixed reload animations - Further polish and refinements to transitions
Yesterday
Exhaust fixes.
Yesterday
Update: Expand IServerCallback to include on-demand-save functionality - Changed relevant calls to propagate the implementation FullServerDemos will need to invoke these for relevant chunks Tests: compile only (though this is a torn submit - FullServerDemos will come in next cl)
Yesterday
Fixed a bug where calling GameObject.GetPrefab could network spawn game objects. Never network spawn game objects if its scene is a PrefabScene. Merge branch 'master' of sbox
Yesterday
added Swim/SwimAttack/SwimIdle/SwimSprint animations added temp crocodile fbx with all animations
Yesterday
New: SaveRestore can write to streams on demand - Refactored common functionality betweeen save-to-file and save-to-stream - Added thread-safe stream queue for stream requests - Added callbacks for when stream writing is complete Working on server demos having a save for each of it's chunks - this is a part of a larger submit. Tests: using a save of procgen map from staging(140k entities), tested manual full save via rcon, default automated save(every min) + frequent automated save (every second). Loaded all saves - no errors
Yesterday
Added some ramp colliders at the back and front of the battering ram to help with the ground clearance
Yesterday
Fixed SiegeWeaponVehicleAudio NREs
Yesterday
edited vm minicrossbow reload anims
Yesterday
Possible fix for fragile tests Restore old TypeLibrary at end of SerializeTest Move VR scene switcher logic into OnStart Add support for custom specialised asset pickers per-resource type via AssetPickerAttribute Add SimplePicker, use for shaders until we get something better so that's not awful to use https://files.facepunch.com/solw/2025/January/20_13-12-GentlePinkriverdolphin.png Merge branch 'master' into jsonfree-clone
Yesterday
Fix cloning types that do not have public parameter less constructors Simplify clone. Implement DeepClone for built-in types, for custom types fallback to JSON
Yesterday
Removed WeaponModel.BeamEffect, any notion of beam effect from base weapon - this lives in GluonWeapon, responding to events Removed some logs Rename OwnerPlayer() to Owner, add some comments
Yesterday
Adjust tiger bounds
Yesterday
Setup look anim and spine anim
Yesterday
Setup tiger gait speeds
Yesterday
test scene
Yesterday
More art progress
Yesterday
Add one-shot anims to animator
Yesterday
Create tiger skeleton assets (ragdoll not setup)
Yesterday
Incapacitate blindness tweaks
Yesterday
Restore incapacitate UI
Yesterday
Allow spawn.report command to pass true/false for detailed (to print off number of each prefab it spawns) and also pass a string filter (so you can return only ore populations)
Yesterday
Fix high tier loot spawning in loot containers as the server starts up - refresh all loot on the server when the era is changed
Yesterday
- Basic blockout for beehive
Yesterday
Spawn 50% of the sulfur nodes in primitive era
Yesterday
Add support for float weights for spawn populations Add support to give prefabs different weights based on the era of the server
Yesterday
Add support for custom specialised asset pickers per-resource type via AssetPickerAttribute Add SimplePicker, use for shaders until we get something better so that's not awful to use https://files.facepunch.com/solw/2025/January/20_13-12-GentlePinkriverdolphin.png
Yesterday
Move VR scene switcher logic into OnStart
Yesterday
update branch from prim
Yesterday
Fix view model spamming errors
Yesterday
Hook tiger model to prefab
Yesterday
Horse server optims, throttled auto avoidance Added convars to throttle the ground normal update too, so we can fine tune it Minor client optims
Yesterday
Art progress on hallway connector
Yesterday
Rename and move tiger protection asset
Yesterday
Set up crocodile required gameplay assets
Yesterday
Use FastDebugDraw to draw debugging information of IndirectInstancing
Yesterday
Merge from /fast_debug_draw
Yesterday
Merge from /main
Yesterday
First iteration of the FastDebugDraw component, shader and material
Yesterday
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
Yesterday
Restructure handling of debug code in IndirectInstancingCamera
Yesterday
Add [CopyToClone] attribute to allow fast path clone of structs that don't hold any references (ParticleFloat, Curve, Vector...)
Yesterday
Indirect Instancing: Initial support for material propery blocks (only _Color so far)