248,545 Commits over 3,928 Days - 2.64cph!

49 Minutes Ago
Push gizmo scope in Scene.Push - Allows for gizmo rendering in SceneRenderingWidget.PreFrame Don't call Scene.PreRender in SceneRenderingWidget, it's the job of Scene.EditorTick to call this so we ran the risk of this being called twice
4 Hours Ago
Render to widget example in widget gallery uses SceneRenderingWidget
6 Hours Ago
Leaderboard backup, run #16277
Today
music misc curses curse difficulties more difficulty player sprites
Today
Generated csproj LangVersion 11 -> 13
Today
lr 300 - v4 exports, anim naming updates, override controller set to use udpated anims
Today
Changed all siege weapon constructable colliders layer to Deloyed
Today
Hide code compile notice when NotificationPopups is false instead of clearing them, in case notification sounds are enabled (was this by design?)
Today
Reimplemented heavy players dismounting Now only checks when the players weight changes instead of every frame
Today
Specify input type to SerializeToNode when serializing game resources - Fixes Type not being serialized in game resources
Today
Tweaked horses drowning damage
Today
Fixed catapult detailed collider scaling issue
Today
Apply era restrictions to recycler output so you can't recycle items to get blocked items
Today
Enforce era restrictions onto loot tables - likely will have custom loot tables but this prevents any items squeaking through - caches valid items for each era in loot tables, resets when era is modified
Rin
Today
Improved deployment
Today
Only have one version of FloatSlider in sandbox.tools, delete the one in property editors
Today
merge from primitive
Today
Fix behavior when deserializing fields with code defined initializer Partially reverts: 3ce2d74fbd9effd2d280d1a59c9029f4b0a5c387 Added a bunch of tests
Today
Use float control widget in curve editor Delete FloatProperty
Undo some of this json stuff for now. Has a lot more edge cases than I thought.... Display default name in TilesetTileControl when tiles are unnamed AutotileBrushListControl no longer shows add button when inspecting the asset, only in the Tileset Editor Implemented "Inherit Autotile From" setting, display inherited autotiles in the brush list https://files.facepunch.com/CarsonKompon/2024/December/20_10-14-LoathsomeWhale.mp4 Remove "NOT IMPLEMENTED" text from 15 tiles since it is implemented Add a few NRE checks for niche edge cases AutotileBrush.Tileset reference to associated Tileset. Fixed a few more edge cases TilesetResource.GetAllAutotileBrushes() now returns new copies of the inherited brushes instead of the original brushes themselves, referencing tiles from this tileset in the same positions.
Trumpet tree tweaks
Today
Changing Terrain.MaterialOverride updates mesh if it exists, Facepunch/sbox-issues#7180 Update Terrain buffer when transform changes, resolves Facepunch/sbox-issues#7192
Jungle forest trees / trumpet tree /cecropia / LODs and textures
- Ensure arrow states are kept in admire - Ensure each reload state resets the rotation timer (still needs more work)
Today
Horse drowning damage
Don't transition to idle after each fractional reload part
Today
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
Reduce fractional animation time so the transition to the end state is more apparent
Today
Subtracting 109845 (workshop normal fix)
Today
Arcade Arena Map https://sbox.game/facepunch/c_arcade
Delete citizen_2023-03-06.fbx
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
Today
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 3 and 4 in minicrossbow view model prefab.
Today
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 1 and 2 in minicrossbow view model prefab. Also added 'viewmodel sway' and 'viewmodel lower' scripts.
Today
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Today
Update .gitignore Create Input.config Update some animation stuff Use animgraph on player
Today
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Today
Fix save/save as not working as expected with prefabs, default to location/filename of existing source if one exists Tweak editor File menu, make actions more context aware/prevent in dodgy circumstances Improve readability of File > Open Recents menu, show correct icons for type
Today
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
Yesterday
Moved the tyre so people can't drive a bike up it to clip through the window and skip the puzzle
Yesterday
Strip expressions from CVfxShaderAttribute
Yesterday
More player seed work
Yesterday
Horses can now swim in deep water: slow speed and consumes stamina Added basic buoyancy Apply additional drag when moving in shallow water Code cleanup
Yesterday
Fix crash due to yoga measure function exceptions Print if compile failed More shader code cleanup V_atoi64 return 0 if string passed in is null (fixes antlr crash on syntax error) Revert "Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon" This reverts commit 5e0b9b50644194ea43e8ae7c9c3bafb4292de7d0. Revert "Reenable rendersystem for console apps for map compilation" This reverts commit 612f6a9f5352f83d87d2540572f83d64c7fa4e5f.
Yesterday
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
Yesterday
Reenable rendersystem for console apps for map compilation Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
Yesterday
- moved some verts on the hoodie to allow it to cover clipping on knight armour - updated prefabs with new hoodie mesh
Yesterday
Simplify AudioDistanceFloatControlWidget and don't rely on FloatSliderProperty for it Delete FloatSliderProperty
Yesterday
Allow slider paint override on FloatControlWidget with function override or action Use FloatControlWidget for color picker HSV sliders
Leaderboard backup, run #16253