224,872 Commits over 3,714 Days - 2.52cph!

2 Years Ago
Footstep placement bug fix.
2 Years Ago
Failing to save jpeg screenshots/posters actually says that it failed in console
2 Years Ago
merge from server_browser_tag_filter
2 Years Ago
2 Years Ago
Rework of wooden gaps now playable
2 Years Ago
Removed Render.BlendMode etc, added combos to UI shaders for blending
2 Years Ago
Update to use Entity.FindInBox. Update to use SceneObject.Attributes. Update to use Global.PhysicsWorld.WorldBody (doesn't exist yet.)
2 Years Ago
Added admin-only respawn_entities console command Also removed debug_write which seems useless
2 Years Ago
Removed the original respawn_entities console command
2 Years Ago
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr Added EntityManager.CleanUpMap( filter ) Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup] Added EntityManager.DefaultCleanupFilter Rename m_SboxCleanupFilterCallback Remove duplicate code Merge pull request #173 from Facepunch/map-cleanup Map cleanup functionality
2 Years Ago
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2 Years Ago
tweak wheely bin collision/prefab
2 Years Ago
Move SetLighting to engine as SetupLighting, allow other RenderAttributes to be filled ManagedSceneObject, ManagedRenderPipeline to engine, cleaned up post processing, moved standard post processing to addon base
2 Years Ago
Monument fixing WIP
2 Years Ago
Particle clean up
2 Years Ago
Updated wooden gaps + skybox + sound
2 Years Ago
Wheely bin polish Improved collision accuracy on wheely bin Reduced symmetry 'rorsaching' along seams, less noisy textures Dirt pass inside Reduced textures to correct texel ratio
2 Years Ago
Expirable SyncContext refactor * Rename MainThreadContext to ExpirableSynchronizationContext * ExpirableSynchronizationContext supports having multiple live instances on different threads * Added SyncContext static class to handle resetting on session end * MainThreadContext.Instance is now SyncContext.MainThread etc More control over addon tasks running on worker threads * Added an ExpirableSynchronizationContext for worker tasks * WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread * WorkerThread.Stop() causes those worker tasks to exit, can be restarted later * Stop worker threads during hotload * Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
2 Years Ago
Clothing Layer guides WIP
2 Years Ago
combat state design files, pet command list update.
2 Years Ago
Update uf_wooden_gaps.vmap
2 Years Ago
Fix for pet not getting released correctly clientside
2 Years Ago
DrawScreenQuad to engine Move UI Renderer to Engine
2 Years Ago
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2 Years Ago
Pass engine version in when querying gamemodes Pass engine version in when uploading gamemodes Refactor render drawing classes Moved more render stuff to engine, Added ScenePanel.SceneAttributes
2 Years Ago
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2 Years Ago
CCTV - fix for texture, added cover to hole on mount, adjusted mount pos
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
Security light - prefab
2 Years Ago
Security light - prefab and mount tweak Merge branch 'master' of sbox Security light - col tweak
2 Years Ago
Remove all version control code from tools
2 Years Ago
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2 Years Ago
Battlepass ui mockup
2 Years Ago
Update ci.yml
2 Years Ago
Using spinlock here instead of lock( Index ) - just because of a hunch that I don't have time to actually investigate. Might be best to investigate it before committing fully.
2 Years Ago
tweaking breakable/ prefabs Merge branch 'master' of sbox
2 Years Ago
Convert bound computation for model builder to use SIMD
2 Years Ago
Ensure that at least one spawnpoint will be available. Initialize startup chunks on map load.
2 Years Ago
Allow bumps to play a little more often
2 Years Ago
Fixed double bumps
2 Years Ago
Fixed lightmap with tall chunks. Add concurrent queue for full initial updates and then populate an internal list to the task. Ensure full update not done. Fixed a stupid error that causes chunks to initial update hundreds of times.
2 Years Ago
New (better?) bump anim trigger code
2 Years Ago
Bug fixing
2 Years Ago
Scrap the recent velocity array, use a single value instead
2 Years Ago
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2 Years Ago
Added Map.SetChunkSize. Can now have custom sized chunks. Removed all static references to Chunk.VoxelSize and Chunk.ChunkSize. Various optimizations. Added Map.SetChunkRenderDistance and Map.SetChunkUnloadDistance. Added Map.SetMinimumLoadedChunks. Now update light map on both client and server, but only perform the initial update on server and send it to clients with a chunk's initial data.
2 Years Ago
Only bump on velocity reductions
2 Years Ago
ModelDoc: Only begin lasso if cursor is inside scene widget
2 Years Ago
Improved PlayReactionAnim parameter code