255,371 Commits over 3,990 Days - 2.67cph!

20 Days Ago
set inventory anim controller to temporarily use base idle
20 Days Ago
Shader Graph Functions (Sub-Graphs) (#1806) - Adds a new Asset type with `.shdrfunc` extension. - Shader Functions do not have the "Material" node as their final output node. Instead they have a "Result" node which has a variable amount of inputs defined by the user - You can change the preview type of a Function Output so the value can be previewed while working on it - Dragging a `.shdrfunc` file into a Shader Graph (or a subgraph) will create the subgraph node - When "Add To Node Library" is set to `true` on a Shader Function it will be added to the Right Click -> Create menu - Double Clicking on a Shader Function Node will open the Shader Function - GraphCompiler now keeps track of the current Subgraph stack when compiling the preview and the output code, fully supports subgraphs within subgraphs. - Constant nodes now have a "Preview" input when you're in a Shader Function - Can Right Click -> Create Custom Node with a bunch of nodes already selected to instantly create a Shader Function. Will automatically create all the input parameters and result outputs. - Texture Parameters/Attributes are fed the whole way up from each nested subgraph since you cannot define a default texture in the `.shader` file. - Subgraph Nodes are now colour-coded Green and Result nodes are now colour-coded Blue https://files.facepunch.com/CarsonKompon/2025/January/28_18-05-OddAsiantrumpetfish.mp4
20 Days Ago
Standalone: Separate operations up into build steps & sort Standalone: ignore dxcompiler
20 Days Ago
Calling Network.AssignOwnership with a null connection will pass empty guid instead of throwing NRE
20 Days Ago
Change to use new renamed mapImageExists endpoint and log the url if it does already exist
20 Days Ago
- Swapped to a flags approach - Set max inventory size to 7 to sort the last greyed out icon
20 Days Ago
Update: WaterLevel supports getting water heights for a batch of positions - added a test to make sure batched produces same results as the singular version Tests: ran the new unit tests
20 Days Ago
Fix vddraw editor not refreshing viewport when scrubbing through the timeline (broke from unity update?)
20 Days Ago
Fix dict key exception
20 Days Ago
Fixed incorrect Lootpanel phrases
20 Days Ago
Inventory UI is slightly larger so it's easier to see and weapon names are displayed in the active InventorySlot
20 Days Ago
let consoletoggle command take a parameter to force the panel you want to open (values 1-6 for the different panels) eg: 'consoletoggle 1' will always open the console panel
20 Days Ago
Added GameSettings class for local convars. Added `sbdm.viewbob` and `sbdm.screenshake`. Reduced default screenshake values, but can be restored by setting screenshake to 1. #109
20 Days Ago
Make use of the return type of Scene.Load and return false if SceneLoadOptions has no valid scene set
20 Days Ago
Bee swarm scale effects with springs
20 Days Ago
Integrate my item mod swap changes with jakes
20 Days Ago
Added BaseNode.OnFrame, moved hashcode check in FunctionResult out of OnPaint
20 Days Ago
Fixed issue with calling RPCs from within RPCs when using HostOnly / permissions and Caller not being set correctly. Fixes Facepunch/sbox-issues#7452
20 Days Ago
Pivot, increase turn speed.
20 Days Ago
cookingv2 -> bees (merge conflicts)
20 Days Ago
merge from catapult_ragdoll_fix
20 Days Ago
disabling collision between ragdoll and its initiator
20 Days Ago
main -> cookingv2
20 Days Ago
exported crocodile turn 90 left and right anims
20 Days Ago
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20 Days Ago
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20 Days Ago
Implement simple programmer and more advanced designer friendly springs. Will use these for scale animations
20 Days Ago
Add thumb to published workshop clothing
20 Days Ago
sar entity update - positioned inner bolt as it was appearing offset - unpacked model in prefab
20 Days Ago
Decal: Update transform when dirty too Fixes Facepunch/sbox-issues#7518
20 Days Ago
fixed catapult admin reload with player ammo
20 Days Ago
Replace SteamId usage with PlayerId (unique per connection and bot), streamline spawning logic Don't draw bots hud vitals on my screen Just reference PlayerData instead of keeping two copies of all this, looking it up etc Tidy up death logs, don't double up
20 Days Ago
merge from PlayerRigUpdate2/mergemain
20 Days Ago
WIP MovieMaker (Facepunch/sbox#1798) Edit mode shortcut workaround Started on editor cookies Fix assigning properties in structs
20 Days Ago
Reset alert state when no players nearby, snake returns to idle visually.
20 Days Ago
Add missing shader include Build shaders
20 Days Ago
Shadows test scene
20 Days Ago
Phrases update Fixed double space in shield item descriptions Fixed static ballista using the mounted ballista description Fixed medieval sheet double door having two different tokens
20 Days Ago
Snappier attack response
20 Days Ago
chicken coop blockout and textures - fencing based on 3x3
20 Days Ago
Merge from tiger
20 Days Ago
Re-add missing part of plugin lost with merge
20 Days Ago
Fix compile errors and warnings
20 Days Ago
merge from ragdoll_dismount_improvements
20 Days Ago
improved dismount position setup of player temp ragdoll and ensure that ragdoll colliders don't get caught in the dismount checks
20 Days Ago
hoodie fixes
20 Days Ago
Tiger being automatically added to spawn prefabs
20 Days Ago
Generate anims root motion curves
20 Days Ago
Rotate decals & use engine class Adjust decal scene
20 Days Ago
Hook new tiger attack