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Fixed being able to research items that aren't craftable in the current era
Possible fix for non era items appearing in vending machine map markers
SyncFlags.Interpolate, support for float, Vector3, Angles, Rotation, Transform (with internal interface right now)
Only find this attribute if we need it
Remove these debug logs
S2P both harbors, fixes missing train tunnel rubble in primitive
Add angle based dither fade for stationary multi-card billboards
Fix vending machine orders not giving the correct item when some of the items in the sell order list have been excluded by era
Ballista bolt tweaks
Catapult boulders vibration level (seismic sensor)
Fixed ballista reload command not reloading pitchfork bolt
Mini Crossbow:
- Fixed broken vm arrowhead rendering
- Fixed broken 3p arrowhead rendering
- Ensured idle 3p state enforces barrel rotation
Fixed incorrect mission rewards being displayed and rewarded during primitive missions
Mission zoo scene now works with underwater dive missions
Server side block handling
Better client side block handling
Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode
https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png
Add DepthNormal() mode to lit shaders, this seem the most straightforward way to do this, shaders with just Depth() usually have a shared shader with no-color no-material output, legacy shaders rebuild normals from depth, not rendered in depthnormals mode
https://files.facepunch.com/sampavlovic/1b2711b1/hSVL6jr1Rx.png
Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost
Fix typo on gtao
Bind ClearFlags, this should probably be implicit
[Pick] Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward()
Just use DepthNormalPrepassLayer, use depthnormal mode again
[Pick] VrForward > Forward, reverse fallback so that old shaders with VrForward use that still
More siege weapons deploy tweaks
Added "Stack" button to F1 item icons to award a max stack of the item.
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Hopefully fixed the last of the graph nesting issues. Should support all cases of subgraphs within subgraphs
https://files.facepunch.com/CarsonKompon/2025/January/27_18-37-PessimisticTuatara.mp4
Remove all the debug logs
Fix BoatVendor incorrect condition setting causing duo sub to be unpurchaseable.
Clone: Ignore initialization of objects that where implicitly created during cloning
Make Open in Workshop button actually clickable
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
"Switch" menu title now inclues the current setting without having to open the menu to see, eg "Switch (CS)", "Switch (C)", "Switch (S)"
Tweaked siege weapon deploy volumes
Added wheels to the siege tower constructable, fixed gibs pivot
Scene Delete: fix selection change causing wrong items to be deleted
Fixes sbox-issues/issues/7457
Tweaked catapult ammo storage server collider
Reduced catapult fire recoil
Reduced siege tower and catapult wheels suspension damping
Use IsValid() instead of null check
Fix NRE when trying to undo snapshot parent for scenes/prefabs
Constant nodes now have a "Preview" input in Subgraphs that is used to preview a default value for that input
https://files.facepunch.com/CarsonKompon/2025/January/27_16-57-SociableMilkweedbug.mp4
Fix NRE when last gameobject in hierachy is dragged
Fixes sbox-issues/issues/7456
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merge from primitive/catapult_scattershot
Fixed death screen not showing killed by scattershot
honey jar world model
lods and materials - intial prefab setup
Updated item name and description
Proper catapult scattershot implementation
Tweaked projectiles randomized speed, gravity, spread, scale and rotation values