238,936 Commits over 3,837 Days - 2.59cph!

50 Days Ago
Fucked it
50 Days Ago
Fix NRE in LibraryDetail Fix NRE in EnumControlWidget More missing dependancy diagnostics
50 Days Ago
Update trails.scene
50 Days Ago
Reset error report counters between games Better fingerprinting Error report unit test Diagnose startup problems by testing individual assemblies before launching
50 Days Ago
Allow traces to ignore static/dynamic/keyframed bodies
50 Days Ago
Report native library not loading as a special exception SystemInfo has StorageSizeAvailable, StorageSizeTotal Rename ErrorReports to NativeErrorReporter to create a distinction Load version info as soon as possible Move error reporting out of Bootstrap Catch startup errors
50 Days Ago
Remove max thread count from pooled dynamic vb/ib, fixing crash when used from too many threads (.net threads with unreliable ids)
51 Days Ago
Leaderboard backup, run #12775
51 Days Ago
fix charger flipX, show timer when game over send timesince relative as score fix gameover timer
51 Days Ago
A range of shoal prefabs. Critter displacer added to main camera. Surface culling still buggy (WIP)
51 Days Ago
Add leaderboard support
51 Days Ago
remove debug inputs
51 Days Ago
timer display changes
51 Days Ago
disable healing darts
51 Days Ago
menu, TimeSinceRunStart, anim tweak
51 Days Ago
pausing pause timer
51 Days Ago
Fix NRE in VrHand.cs Fix NRE in Terrain.UpdateMaterialsBuffer - @handsomematt might wanna check this Ignore packaged message deserialize errors - assume they're happening while we're joining and don't have the types yet Diagnose sockets[i] somehow being null Fix NRE in Input.Process Ignore NaN positions with a warning instead of an exception Fix being able to double destroy components Make CallbackBatch 'safer' by making it always require a scene
51 Days Ago
No longer take ownership of Manager GameObject No longer take ownership of the GameObjects that shouldn't be owned by anyone Mark a bunch of client-side prefabs as Never Network Update Shadow Spawning and make them client-side. Reduces a ton of network load. Remove .wav files from ResourceFiles Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes Stop looping through every player and doing sqrt calculations for each individual sfx Don't network Current/Required Experience since it isn't shown to other players Don't run certain Spitter code on non-host EnemyBullets should only check collisions on host Don't update Hud on Time.Now, make fade in client-side Save game.scene after having it run the JsonUpgraders Sync attacking animation Broadcast Explosion animation for Exploder Fix Fade-In. Do it entirely thru CSS so UI doesnt rebuild every frame while fading. Update SpriteTools Move Player Nametags code into its own razor panel so it can update with Time.Now without updating everything else Hopefully fix most of the animation networking issues. Also fix sounds for other players not playing fix exploder spawn anim not playing Revert "Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes" This reverts commit db7cdf26e0ad0bc78e0db7eb4522f354ba22d927. fix sprite anims
51 Days Ago
Add twist/pull forces to particle effect https://files.facepunch.com/garry/9f0a0575-f148-46d6-8f1f-75cdb8d1b8aa.mp4
51 Days Ago
We don't need two terrain scenes
51 Days Ago
Fix mesh trace fraction, causing incorrect best result when tracing render meshes and physics world at same time Fix scene mesh block tool not working on terrain, just ignore box drag when bounding box gizmo is pressed
51 Days Ago
terrain.benchmark tweaks
51 Days Ago
Update SpriteTools Move Player Nametags code into its own razor panel so it can update with Time.Now without updating everything else Hopefully fix most of the animation networking issues. Also fix sounds for other players not playing
51 Days Ago
Terrain_Normal: dY was inverted
51 Days Ago
Reenable terrain specular and recompile it with normal fixes
51 Days Ago
Terrain_Normal calculates world space normals properly now, remove sobel filter to just a simple bilinear https://files.facepunch.com/sam/1b2711b1/qNolcysYRH.png
51 Days Ago
replace some emoji, more card materials replace more emoji more card mats, replace relic emojis
51 Days Ago
Add Cornel Box with Fog for testing dynamic indirect fog lighting
51 Days Ago
Enable indirect lighting from IBL in volumetric fog shader, can be toggled with volume_fog_ibl_indirect https://files.facepunch.com/sam/1b2711b1/PIwbCCNGYB.png
51 Days Ago
Fix MapInstance NRE, add breadcrumbs Fix NRE in Package.FindAsync SceneObject: If the model is bad, just use an error model Nicer exception when __sync_SetValue exceptions
51 Days Ago
Socket iteration error
51 Days Ago
Ship with pdb's to our managed dlls Fix NRE in SoundEvent.GetNextSound Retry download after a HttpRequestException Diagnose NRE in ProcessIncomingMessages
51 Days Ago
Fix NRE in TickSceneStats Fix NRE in ReceiveMessagesOnChannel Check there's an active scene when calling ISerializer on GameObject/Component SerializerPacker wraps reader/writer and prints errors Handle inability to save cookies
51 Days Ago
Protect against host being null when downloading network files Keep a count of the number of hosts a lobby has had Mark lobby as toxic if became owner while joining LargeNetworkFiles output num files Tweak JoinBestLobby logic Don't show toxic lobbies Fix RunDownloadQueue using wrong connection Don't disconnect from own server and mark it as toxic! Disconnect from active lobby if it becomes toxic
51 Days Ago
Fix open_asset crashing in non-tools Don't show lobby cards for games marked as hidden (unless you're in that org)
51 Days Ago
Only show lobbies of the same game build
51 Days Ago
Another out of memory fatal error
51 Days Ago
Fix error when map couldn't be downloaded Less simultaneous downloads Add some high level sentry breadcrumbs Fix possible NRE in network connect Add commented out DSN for testing sentry un-rate-limited Fix NRE in Prop Add breadcrumb for failed downloads, let us diagnose why it's happening Don't let OnNetworkSpawn errors break everything Tweak how httpimages are loaded to make errors more obvious Wrap RPC resume so things don't fall to bits if it errors Fix NRE in Rigidbody.OnDisabledInternal
51 Days Ago
Validate descriptor bindings of a shader (for real this time, not in a dead method) - prevent crashing by not loading these invalid shaders
51 Days Ago
Tag map for sentry too (if launched with a map)
51 Days Ago
Fix WorldPanel NRE (if the underlying panel gets deleted, somehow) Don't report TargetInvocationException, report its InnerException
51 Days Ago
Replace coroutine by invokes, pool the lists, also allow new montages to cancel currently playing one
51 Days Ago
Fix steam callback crash Fix text cannot be empty exception Remove Compiler.OnCompilePartialSuccess , don't load assemblies on compile fail, fixes BadImageFormatException Promote task exceptions to errors, instead of warnings
51 Days Ago
Initial commit test Make it not dumb ToString override Add name for debug Output addr
51 Days Ago
Fix exception with no camera
51 Days Ago
Some error reporting breadcrumbs/tag for identifying game package Breadcrumb pipeline creation to see what shaders crashing us
52 Days Ago
Running out of video and system memory is a fatal error
52 Days Ago
Leaderboard backup, run #12751
52 Days Ago
Move all terrain attributes into 1 structured buffer, create a Terrain class any shader can use to provide things like Terrain::GetHeight( worldPos ) Use an AssetPicker for browsing terrain materials instead
52 Days Ago
Fix possible project startup NREs