255,094 Commits over 3,990 Days - 2.66cph!

6 Days Ago
Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
6 Days Ago
Added all fonts to the font fallback settings scriptable Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
6 Days Ago
Fish & skull ownership item prefab changes
6 Days Ago
Add ownership when gutting item from fish / crushing skulls
6 Days Ago
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6 Days Ago
merge fro io_research_table
6 Days Ago
gibs fix
6 Days Ago
Cherrypick compile fixes
6 Days Ago
Fix compile errors from item ownership
6 Days Ago
Optimized brick_corner meshes for lightmaps
6 Days Ago
Merge from item_ownership -> aux2
6 Days Ago
Updated the language selection dropdown to use proper fonts instead of fallbacks
6 Days Ago
subtract nothing
6 Days Ago
wooden_floor_b_blend .meta
6 Days Ago
added wooden_floor_b blend material https://files.facepunch.com/jason/1b1711b1/sbox-dev_VToHk5RuXf.png
6 Days Ago
Can damage any explosive to blow it up
6 Days Ago
Not sure how this can happen really, but okay..
6 Days Ago
eject_9mm uses our own 9x19 bullet casing instead of Rust
6 Days Ago
Add shotgun eject
6 Days Ago
Tweaked eject particle direction, and mp5 vm eject orientation
6 Days Ago
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6 Days Ago
Use `FileWatch.SuppressWatchers` to prevent error spam while downloading library files.
6 Days Ago
Only download new/changed files when updating a Library, delete any that no longer exist, and download files in parallel.
6 Days Ago
Codegen Protobuf
6 Days Ago
Codegen EntityMenu
6 Days Ago
Remove duplicate key to fix resource compilation
6 Days Ago
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
6 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
6 Days Ago
Merge main -> aux2 (keep destination codegen)
6 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.
6 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
6 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
6 Days Ago
added terrazzo_tiles_a material https://files.facepunch.com/jason/1b1711b1/sbox-dev_WGORKJwdYl.png
6 Days Ago
added wooden_floor_a material
6 Days Ago
Re-run protobuf generation
6 Days Ago
Fixed reported NRE in BaseCarryable
6 Days Ago
added floor_tile_03 material
6 Days Ago
subtract 108949
6 Days Ago
merge from main -> item_ownership
6 Days Ago
attempt 3
6 Days Ago
Post reload events to the viewmodel only, they're only useful there
6 Days Ago
particle updates removed loops
6 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
6 Days Ago
LibraryDetail version now updates the ComboBox upon downloading a new version of the Library. Resolves Facepunch/sbox-issues#7669
6 Days Ago
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6 Days Ago
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6 Days Ago
Fixed beehive not generating honeycomb
6 Days Ago
Missed files
6 Days Ago
Fixed info and loot panel issues