254,767 Commits over 3,990 Days - 2.66cph!

3 Days Ago
Changed how we handle font fallbacks: Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object This prevents some fuckery with strings using characters from multiple fonts Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
3 Days Ago
Merge main -> aux2 (keep destination codegen)
3 Days Ago
Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing. Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
3 Days Ago
Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos Tests: none, compiled in editor
3 Days Ago
Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs Turns out I'll need it to support WaterCollision.GetIgnore(start, end...) Tests: none, just compile
3 Days Ago
added terrazzo_tiles_a material https://files.facepunch.com/jason/1b1711b1/sbox-dev_WGORKJwdYl.png
3 Days Ago
added wooden_floor_a material
3 Days Ago
Re-run protobuf generation
3 Days Ago
Fixed reported NRE in BaseCarryable
3 Days Ago
added floor_tile_03 material
3 Days Ago
subtract 108949
3 Days Ago
merge from main -> item_ownership
3 Days Ago
attempt 3
3 Days Ago
Post reload events to the viewmodel only, they're only useful there
3 Days Ago
particle updates removed loops
3 Days Ago
- Make 1 honeycomb every 5 minutes - Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster - Another balancing pass on XP
3 Days Ago
LibraryDetail version now updates the ComboBox upon downloading a new version of the Library. Resolves Facepunch/sbox-issues#7669
3 Days Ago
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3 Days Ago
Fixed beehive not generating honeycomb
3 Days Ago
Missed files
3 Days Ago
Fixed info and loot panel issues
3 Days Ago
- Made fancy display showing current xp of nucleus and xp required for the next level up
3 Days Ago
Can now use multiple of the same subgraph with different values without it attempting to cache values from the other node of the same type. Also tracks nested nodes with their own cache so it's still optimized.
3 Days Ago
merge from fix_junkpile_despawn_delay -> main
3 Days Ago
Fixed weird colour issue on panel
3 Days Ago
merge from fix_optional_protobuf_effect -> main
3 Days Ago
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3 Days Ago
Merge from cosmetic_flowers
3 Days Ago
Fix explosion effects being spawned in center of the map - ensure all fields of Effect that used to be reset by protobuf deserialization are reset when Clear() is called
3 Days Ago
Enabled disabled LOD renderers. Set lod distances.
3 Days Ago
Bugfix: When spreading WaterInfo results, prevent trying to do a sawp between same indices - This leads to invalidating WaterInfo, which returns invalid info I need to extend tests to do checks with Entities, as this case/branch isn't covered currently Tests: enabled parallel player updates and logged cached water checks - now it returns valid water where expected.
3 Days Ago
bamboo scaffold test and textures
3 Days Ago
Stop gluon gun white noise machine Gluon hitmarkers
3 Days Ago
Pipe kit, flashlight and smaller asset material, LOD and engine setup update.
3 Days Ago
Merge from cosmetic_flowers
3 Days Ago
Add godmode cmd Hornet gun: hitmarkers on projectile explode
3 Days Ago
adjustments, clean up
3 Days Ago
Added DLAA back to the graphics menu for testing the AMD crash
3 Days Ago
Bugfix: replace Temp allocators with TempJob allocators for physics jobs - Added misisng resource cleanup This partially fixes test failures. Tests: ran the WaterLevel test checks
3 Days Ago
Merge from presets_editor/quality
3 Days Ago
Downscale claw decal textures, increase normal map intensity
3 Days Ago
Added some tooltips to hive info
3 Days Ago
chicken coop progress refined materials, renamed UV2 ao - lookin' juicy
3 Days Ago
Art progress
3 Days Ago
initial grid setup - common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though - needs cleanup
3 Days Ago
Make player gibs an effect, so players can push it around but don't get stuck on it
3 Days Ago
Update: WaterLevel.GetWaterInfos - replaced a serial GetWaterInfoFromVolumes call with a batched one - should save us time by parallelizing physics checks, if they do get used This removes one of 2 "batch" TODOs in the method. Tests: ran unit tests, some are failing - will fix next.