254,393 Commits over 3,990 Days - 2.66cph!

3 Months Ago
jungle skin - models and gibs
3 Months Ago
Ballista bolt effects tweaks
3 Months Ago
Ballista Spear -> Ballista Bolt Updated placeholder icons
3 Months Ago
Update: drop sound instances for variety of types on disable - HarborBridge - HarborCrane - PhoneDialler Tests: none, trivial changes
3 Months Ago
Bugfix: Stop DigitalClock from leaking sound instances when it's flags change - Also dropping sound refs on disable Tests: none, trivial change
3 Months Ago
merge from main
3 Months Ago
Update: drop sound refs when vehicles are destroyed - Magnet Crane - MLRS - Modularcar Garage - VehicleModuleSeating - Traincar audio Tests: none, trivial changes
3 Months Ago
merge from wire_slack_fix
3 Months Ago
merge from storagemonitor_passthrough
3 Months Ago
Added passthrough output to the storage monitor 'Power Out' now sends 1 power instead of passthrough - 1
3 Months Ago
jungle skin atlas/material update
3 Months Ago
Don't show game screen hostile warning text or menu UI timer remaining, if it's just a turret
3 Months Ago
Update: drop sound refs when ScrapTransportHelicopter is destroyed Tests: none, trivial change
3 Months Ago
Updated blowpipe skinning and animation adjustments on holding pose
3 Months Ago
Clean: removing empty override method Tests: none, trivial change
3 Months Ago
Update: drop sound refs when AttackHelicopter is destroyed Tests: none, trivial change
3 Months Ago
Fix HasUnsavedChanges being sucked into GameResource GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC) Change prefab icon color Add GameObject.GetPrefab( string )
3 Months Ago
dropping resolution of grid by roughly 50%, still feels good to carve but gives a big speed and memory improvement
3 Months Ago
Update: drop sound references when ground vehicle is disabled Tests: rode a pedal bike, jumped of and destroyed it with console commands - saw expected debug log
3 Months Ago
Undo: of the previous undo to ensure we don't hold dangling references Although the resources are cleaned up, the pointers are not so we end up with stale pointers on entity recycle Tests: none, trivial undo
3 Months Ago
Only show warnings if in peacekeeper mode, powered, and player is not authed
3 Months Ago
fixed issues with non-square sculptures and increased height of ice sculpture by 25%
3 Months Ago
Undo: Partial undo of recent work to remove unnecessary DoClientDestroy callbacks - Turns out we already invoke cleanup for sounds that are attached to network entities - meaning we don't need to manually handle it in these cases. Was confused why pedal bike wasn't leaking it's sounds on destroy, and tracked it down to above mechanism. Tests: Tested compound bow and flamethrower still work and don't leak sounds
3 Months Ago
PowerCounter and ElectricSwitch minor optims
3 Months Ago
initial support for smoothing sculpture through a simple box blur on elements in a sphere - moved carving and blurring to jobs and running them directly on main thread, roughly 10x faster - upped carving radius and scaling hit guide properly to show it
3 Months Ago
increased size of sculpture to roughly 1m cube
3 Months Ago
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3 Months Ago
ElectricBattery server optims Fixed battery deplete and charge commands not replying with the correct battery name
3 Months Ago
Fix wolves leaping at players that didn't climb on anything, or dying suddenly for no apparent reason Add better failed path vislogs
3 Months Ago
Fix TextArea not updating on value change Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704) - Also tracking pressed controller buttons now Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968 AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset Add recast/detour tile cache AssetBrowser: stopped pinned asset bricking the whole sidebar Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename Human Hair Updates Humans: added citizen_human_female_staging.vmdl Fix mass ratio typo in box3d Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4 Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet Don't return components on objects that are IsDestroyed Humans: skinning updates VR: init g_pVrSystem before finishing material system setup VR: check for headset in PreInit() instead of Init() UI: Expose UI.WorldInput.Hovered inside WorldInput component Upgrade remaining old vmdl files so I can delete all this legacy model code Humans: more skinning updates & prefab changes Merge branch 'master' of sbox Add Distance and Falloff to Voice Transmitter izIsSoft changes VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks Fix clothing using the wrong skin Merge branch 'master' into scene-collision-events
3 Months Ago
Update kills/deaths on kill/death Hit markers
3 Months Ago
Electric button minor server optims Cleanup and formatting
3 Months Ago
properly set texture sizes in the import settings
3 Months Ago
added mini crossbow bolt smaller mesh version of the wood arrow - same material
3 Months Ago
USP Pistol - fixed normal issue, slightly darker slide
3 Months Ago
network++
3 Months Ago
merge from december24_art_fixes
3 Months Ago
Make the sidebar kind of persistent Highlight active sidebar Change review layout Convert ScreenshotCarousel to css
3 Months Ago
Leaderboard backup, run #15557
3 Months Ago
Added a tool to dump all animation clips used by the player model to a csv Crawls through every state machine, sub state machine and override controller in the project
3 Months Ago
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3 Months Ago
player death sprite player death blood player death zoom/shake easy player death sprite diff 1 death sprite zombie celebrate
3 Months Ago
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3 Months Ago
Merge from main
3 Months Ago
Update shader GUI
3 Months Ago
Don't spawn the node sparkle until the node is hit for the first time The first node hit is now considered a bonus hit so there will be no negative resource wise Slightly increased how much the sparkle moves as the node gets smaller so it doesn't get stuck in a single spot close to the end
3 Months Ago
Added RandomProjectile ItemEffect, balanced more items, added Pea Pod and Fist items, added Knockback Added Knockback ItemEffect and Wind item
3 Months Ago
more sprites
3 Months Ago
Experiment with pixel versions
3 Months Ago
Apply optimisations to metal and sulfur nodes