253,325 Commits over 3,990 Days - 2.65cph!

29 Days Ago
SendLog on a local connection should just log the message - no need to send a network message SendLog on a local connection should just log the message - no need to send a network message
29 Days Ago
Fixed bone manipulations being changed on level transition Fixed camera entity losing its keybinds on level transition
29 Days Ago
Use Preferences.FieldOfView (fixes sbox-deathmatch/issues/44) Halve explosion screen shake Add kill command Add giveall command Add map command
29 Days Ago
Fixed static workbenches not having primitive version of tech tree attached to them
29 Days Ago
Update: DemoServer - hook up metabolism and make every player invincible I thought metabolism would fix the drowning of main player, but the recording info contains empty oxygen. Instead, we treat every player as invincible unless there's a replication message to destroy them. Tests: Played the demo till the end - no more logs on main player drowning
29 Days Ago
Export updated defaults
29 Days Ago
29 Days Ago
Improvement + comment
29 Days Ago
Move a bunch of settings to graphics convar space to help with compat. Updated related code and presets to match.
29 Days Ago
exported mini crossbow rig with the arrow meshes skinned and anims updated
29 Days Ago
- Hopper gibs - Barrel socket adjustment - LOD distances
29 Days Ago
Fix error with NetworkMode read in MapInstance. If network mode is Object then we want to NetworkSpawn the object here - this fixes networked objects from maps not appearing for clients
29 Days Ago
merge from qol_horse_comfort_increase -> main
29 Days Ago
Enable horse comfort only on campfire prefabs - campfire - skull firepit - cursed cauldron
29 Days Ago
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29 Days Ago
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29 Days Ago
Fireball for cherrypicking
29 Days Ago
Fix NRE when dragging SoundFiles onto the "+" button in a List. Also fixed dragging for other resources. Facepunch/sbox-issues#7197
29 Days Ago
merge from jungle
29 Days Ago
- Fixed 4th reload animation not working (implemented Jarryd's fix) - Removed loop time on the all strings drawn strings drawn layered - Virtual method for reload fraction duration
29 Days Ago
Horses add +50% comfort
29 Days Ago
Clear changes in EditorSession Undo when making a full snapshot so we don't get a duplicate empty Undo entry
29 Days Ago
merge from primitive -> aux2
29 Days Ago
Create Undo Snapshot for Paste and Paste as Child. Resolves Facepunch/sbox-issues#7372
29 Days Ago
merge from primitive_gm -> primitive
29 Days Ago
Tweak delay nodes to help distinguish them https://files.facepunch.com/ziks/2025-01-13/92sG91y7Pi.png
29 Days Ago
Server Commands / Admin Commands (#1772) * ConVarFlags.Server and ConVarFlags.Admin and the implementation of both. When the method has a Connection type as the first parameter, that parameter will be the source. Add Connection.SendLog( LogLevel, string ) * Safety * Add summaries
29 Days Ago
Add summaries
29 Days Ago
Fix T2 and T3 tech tree not marked as available in primitive
29 Days Ago
Filter in the query
29 Days Ago
Restrict spring since it's only used for restricted weapons - remove spring from pressure plate in primitive to make it craftable with spring removal
29 Days Ago
Update: DemoServer handles a number of RPC messages - Only propertly implementing model flags for now - Adding a bunch of RPCs to ignore to avoid heavy spam during playback - Also renaming player game objects during playback to make it easier to track and inspect their state This revelas that during playback we're triggering a bunch of tick violations, which prevents position updates. Need to figure out how to deal with them. Tests: ran the same demo, this time with warnings not filtered out - once map loaded, the rate of warnings was decreased substantially.
29 Days Ago
Removed extra renderer component
29 Days Ago
Setup LOD Renderers on Worldmodel
29 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization Add IGameObjectDestroy scene event Started on #1773
29 Days Ago
Update Facepunch.ActionGraphs to 1.9 (#1761) * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization
29 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization
29 Days Ago
Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
29 Days Ago
29 Days Ago
LobbyConfig.HideInServerList would let you hide a lobby from appearing in any server lists in s&box but still queryable with QueryLobbies Fix IsHidden support
29 Days Ago
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
29 Days Ago
Cleanup, move as much as we can to Sbox-Server project
29 Days Ago
Safety
29 Days Ago
Prevent scientists from sneaking if they need to get into cover asap
29 Days Ago
ConVarFlags.Server and ConVarFlags.Admin and the implementation of both. When the method has a Connection type as the first parameter, that parameter will be the source. Add Connection.SendLog( LogLevel, string )
29 Days Ago
Remove rifle body, SMG body, semi body since they are only used for restricted weapons
29 Days Ago
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
29 Days Ago
Fix metal detector not applying item era restrictions
29 Days Ago
Restrict access to rifle ammo since no weapons that use rifle ammo are available
29 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization