239,287 Commits over 3,837 Days - 2.60cph!

4 Days Ago
4 Days Ago
Human: more skinning adjustments, implemented elbow/knee helpers
4 Days Ago
Merge from fog_motion_fix
4 Days Ago
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby Reduced the frequency from twice a second to once every 1s-1.5s
4 Days Ago
tissue box assets and setup
Leaderboard backup, run #13959
4 Days Ago
3rd person movement stuff
4 Days Ago
Movie overlay test (make sure scss works in libraries) Fix moviemaker to use the paths
4 Days Ago
Tweak SerializedObject system so NoteChanged only gets called for the property that changed, and it cascades down - instead of every object on the way down ISceneEdited get a consistent "path" to the changed property
4 Days Ago
When changing position/rotation/scale of bone, automatically become procedural Undo deserialization updates objects rather than delete and replace Old OnEditLog undo tries to use new go/component localized system where possible
4 Days Ago
Allow wolves to perceive other NPCs through occluders, but not players
4 Days Ago
Have wolves prioritize players that attack them over animals they are hunting
4 Days Ago
Fix out of range exception
4 Days Ago
Fix bug where wolves were faster than light
4 Days Ago
Reduce the speed at which wolves eat a corpse
5 Days Ago
Support facing camera or normal in line shader Add face mode camera or normal in scene line object Add Vector3.Slerp/SlerpTo Add face mode to line renderer so it can face normals defined by point rotations https://files.facepunch.com/layla/1b1511b1/sbox-dev_2MiwGSz4bX.mp4
5 Days Ago
Add more ai debug toggles to rust editor
5 Days Ago
Optimize wolf path following, 60% speed boost Set a IsNavMeshReady bool to avoid calling agent.isOnNavMesh / agent.updateRotation / agent.isStopped once the navmesh is ready Cache transform to avoid doing .transform multiple times, micro-optimization but significant for hundreds of wolves
Leaderboard backup, run #13948
5 Days Ago
Prevent building around the chinook hackable locked crate. Uses same radius as patrol helicopter crates.
5 Days Ago
The very basics
5 Days Ago
Initial commit
5 Days Ago
Fixed bug where lockers didn't have durability, and wouldn't subtract their condition when picked up.
5 Days Ago
Movement improvements.
5 Days Ago
Use safe scale in Transform.ToLocal and Transform.PointToLocal so that it cannot produce NaN or infinity values. This fixes a bug where a child of a parent with a scale of 0,0,0 cannot set position programatically without the position being infinity. It should also fix any other issues with NaN values where ToLocal is concerned (such as GameTransform) in cases where any component of scale was 0.
5 Days Ago
Revert "GameTask.DElay handles Time.Now resetting to 0" This reverts commit 7da7fedc23b6b20265341777b382ae0eb1627fc1.
5 Days Ago
Fixed bug where admins in god mode take 1 bleed damage on fall
6 Days Ago
Override custom projection matrix with VR projection matrix
6 Days Ago
Add VR to config Decibels are obsolete, hide them everywhere
6 Days Ago
GameTask.DElay handles Time.Now resetting to 0 Cleanup Api Flush stats/events/etc on shutdown
6 Days Ago
Tweak materialized_view times
Leaderboard backup, run #13924
6 Days Ago
Fix access control error for custom GameResources Remove log
6 Days Ago
settings panel title hash fix leaderboard with no entries fix restart from shop, etc
6 Days Ago
change Task.Delay to Task.DelayRealtime
6 Days Ago
Update Facepunch.ActionGraphs Get rid of old hack to re-use ActionGraphs between tools and game Serialize invalid Components / GameObjects as null Don't call PostDeserialize multiple times for child objects Keep track of source resource for ActionGraph instances Also fixes case where prefab ActionGraphs wouldn't get cached properly Improved inspecting experience with ActionGraph stack traces * Include source location in stack trace * Opens the containing scene / prefab when inspecting an ActionGraph stack row Include ActionGraph diagnostics in console Graphs need to be loaded at least once for it to know about them Update AssertNoGraphErrorsInScene test case We were double-counting prefab ActionGraphs before Update Facepunch.ActionGraphs More precise ActionGraph caching / simplify SourceLocation Fix scene ref nodes breaking if not compiled immediately
6 Days Ago
Fixed paddling and above ground pools showing power usage 0
6 Days Ago
merge from localization
6 Days Ago
Disabled the duplicate translation error for now, need a better solution
6 Days Ago
Fixed random typos reported on Crowdin
6 Days Ago
Fixed typos in seed item descriptions
6 Days Ago
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6 Days Ago
PlaceCliffsUniform improvements
6 Days Ago
merge from fix_reserved_slot_kick -> main
6 Days Ago
Don't allow players to skip queue due to reserved slots when manually kicked with `kick` command
6 Days Ago
Rock formation density improvements
6 Days Ago
traveling_vendor_fixes -> main
6 Days Ago
Attempt to fix get path index ahead NRE
6 Days Ago
More work on ziggurat interior
6 Days Ago
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)