256,044 Commits over 3,990 Days - 2.67cph!

25 Days Ago
Fix UI after merge
25 Days Ago
Subtract 109030
25 Days Ago
Add optional widget parameter to EditorShortcuts.Register Allows non-Widget targets that only want shortcuts if a particular widget is in focus
25 Days Ago
final prefabs
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cleanup folder
25 Days Ago
removed unused mat impostor assets billboards setup
25 Days Ago
lumberjack hoodie skin fix - assigned skin script to hoodie item in male and female prefabs
25 Days Ago
Fix test item after merge
25 Days Ago
TTT: Magneto-stick code cleanup (#2200)
25 Days Ago
reset positions of codelock and storage adapters on medieval large wood box - now the same as default large wood box
25 Days Ago
texture tweaks
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merge from main wip
25 Days Ago
collisions for strangler figs and sound triggers in foliage
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Merge from primitive
25 Days Ago
Backups
25 Days Ago
Merge from menu_friends_list
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Merge from menu_friends_list
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Compile fixes
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Random instance rotation, pack instance data into halfs, fix hash inconsistency
25 Days Ago
Package stats sidebar
25 Days Ago
Leaderboard backup, run #17333
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Dir changes
25 Days Ago
Backups
25 Days Ago
Merge from primitive
25 Days Ago
Fixed an industrial NRE due to orphaned Industrial attachments
25 Days Ago
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Hopefully fixed vehicle NPC dialogue options not appearing for non admins
25 Days Ago
Siegetower col effect.
25 Days Ago
Ballista collision iteration. Catapult collision.
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Ballista collision impact fx.
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25 Days Ago
Fix some first person spectate issues with shields when going in/out of debug camera
25 Days Ago
Sped up cata ammo fire a bit.
25 Days Ago
Fixed child entities not being copied over when reskinning a large wooden box
25 Days Ago
Merge from primitive
25 Days Ago
Fixed back holster offset on knight chest piece (again)
25 Days Ago
Fixed some impact gibs getting stuck in walls.
25 Days Ago
Catapult scattershot tweaks Restored battering ram head collider pos
25 Days Ago
First person spectate now shows shields correctly, supports vm hit animations
25 Days Ago
Fixed missing LOD scripts.
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Don't return a new list each light gather, reuse the already allocated memory Collect and pass around SceneLightObjects instead of the LightDesc ptr Stubbed managed shadowmapper appsystem (this is such bullshit for a simple interface for scenesystem) Managed shadow mapper stub, entry point from lightbinner Add CommandList.Set( StringToken, Texture ) Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld Clean up old dead code Create and render shadow frustums from managed Scene system listeners I'll need later Remove native shadow rendering Set gpu light data from c#, pass shadowmap bindless texture id, use it from lighting shaders Depth bias shadows Visualize depth uses screen space coords
25 Days Ago
Tweaked screen shake on explosive catapult shot.
25 Days Ago
Add viewport option to toggle default prefab lighting https://files.facepunch.com/lolleko/2025/February/02_20-07-ConsciousCormorant.mp4 sbox-issues/issues/5527
25 Days Ago
Leaderboard backup, run #17322
25 Days Ago
Fixed some minor catapult FX issues. Cleaned up temp files.
25 Days Ago
Moved explosives primitive gamemode wb2