248,561 Commits over 3,928 Days - 2.64cph!

3 Months Ago
Merge from world_update_2
3 Months Ago
- Removed the last vestige of code that allows servers to arbitrarily set the loading messages - Moved the queue language into the client with proper localization - Cleaned up order of connection/queue processing, instead of putting every player through the queue process, we only queue players when the server is actually full - Packet type Message.Type.Message can now be used to set a custom tip in the loading screen (will disable existing rotating tips), only accepts a single string instead of two previously.
3 Months Ago
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
3 Months Ago
Merge from fix_monument_scenes_map_gen -> main
3 Months Ago
Fix monument scenes not being disabled when the client is doing local map generation - this shouldn't occur often as servers now serve procgen maps as downloadable files
3 Months Ago
Fix issues with Character Select Buttons
3 Months Ago
Update conflicting prefab id on br_sphere prefab Manifest
3 Months Ago
merge from fix_barricade_snapping -> world_update_2
3 Months Ago
Fix socket mods not working after Construction.Placement was refactored from class to struct - showed up as high walls and barricades not snapping
3 Months Ago
Remove some Logs
3 Months Ago
Update SpriteTools Update all Tile Dictionaries to use Vectors as the key instead of parsing to/from strings now that we actually can. Updated SpriteTools Add Dig Tiles to Tileset, add Digging functionality to WorldManager. Created PreviewItem so items have Generated Thumbnails Created Shovel Holdable which digs up earth, regenerating after a random time. Dig Tiles now properly save to the world. Optimized world saves in the process
3 Months Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
3 Months Ago
Human/citizen: more "prefabization" & poor man's RBF backport to Citizen
3 Months Ago
Added TilesetComponent.GetLayerFromName and TilesetComponent.GetLayerFromIndex
3 Months Ago
Add new panels that can be parented by community UI - all panels are scaled by uiscale Names - Inventory - Crafting - Contacts - Clans - TechTree - Map
3 Months Ago
Added proper documentation to TilesetComponent, made a few things internal and changed some terminology. JsonUpgraders to ensure everyones stuff still works Updated example files
3 Months Ago
TreeView nodes do not call OnItemActivate when double clicking the expand/collapse button Fixes Facepunch/sbox-issues#6487
3 Months Ago
Allowed foliage to spawn on cliff topology to fix blank gaps in between cliffs
3 Months Ago
Custom height map colliders for all cliffs (this should fix floating foliage issue)
3 Months Ago
Underwater light extinction fix test
3 Months Ago
merge from main
3 Months Ago
merge from world_update_2
3 Months Ago
Fix a dumb mistake
3 Months Ago
Reimported cliff_tall_d
3 Months Ago
radtown music missing files
3 Months Ago
radtown music
3 Months Ago
junkpile_water and oceanwreckbuoys seaweed dressing
3 Months Ago
Add ReadAsPropertyName/WriteAsPropertyName to all Vector2/3/4/Int JsonConverters. This means Vectors will be serialized properly when used as Keys in a Dictionary.
3 Months Ago
Fix Json error
3 Months Ago
Give titles to windows build scripts, so I know what's running Merged ghostanim.mdl and blackout.mdl Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1 Episodic Poison Zombie model with fixed animation events Advisor episodic model hack The models are too different to be merged, so we swap the ep2 one in, on spawn
3 Months Ago
Try / catch around new node types in FindAllReflectionNodeTypes
3 Months Ago
merge from main
3 Months Ago
Update existing refs in GameResources when updating package Normal GameResource processor uses versioned idents too Consistently sort reference lists alphabetically so diffs aren't so mental to read Only update references inside project assets folder Avoid walking into a LoadResource exception, we don't really care that much Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs Show remote/latest version info, incl version id, in PackagePopup
3 Months Ago
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3 Months Ago
Optim: Send trees in batches over multiple frames to avoid spike on player connection This is experimental, but it seems stable initially. On 4.5k procgen world from a save it took 90ms(very rough numbers, including client-side spawning overhead) in total to send all trees, but each frame 1 player took on average 0.2ms to gather & send data. Also need to fix a bunch of bugs Tests: Ran craggy in local editor session - no exceptions.
3 Months Ago
GameObject.Deserialize removes existing components not included in serialization when in editor Disable components when breaking apart a disabled prop. Don't recreate prop components when changing tint etc, only model change needs to
3 Months Ago
Fix action graph node list not showing new members after hotload Allow creating instances of simple user types in action graph ```csharp public record ExampleRecord( int Foo, string Bar ); ``` https://files.facepunch.com/ziks/2024-09-25/sbox-dev_PyZRMaMzAu.png
3 Months Ago
sbox.game browser -> cloud browser Fix chips height based on whether there are / aren't any Cloud list view https://files.facepunch.com/alexguthrie/1b2511b1/sbox-dev_PP05UtzRQT.png
3 Months Ago
TextRenderer exposes BlendMode Fixed ScreenPanel not keeping screen dpi in bind when scaling down It's fine to call NetworkSpawn multiple times, just ignore it Wrap GameObjectSystem's init in a Scene.Push
3 Months Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
3 Months Ago
Don't allow wall slide on same wall
3 Months Ago
Cloud chips Fixes Accumulate tags https://files.facepunch.com/alexguthrie/1b2511b1/sbox-dev_a9UaWWMIeH.mp4 Remove cloud from asset locations
3 Months Ago
world_update_2 -> Aux2
3 Months Ago
radioactive_water -> world_update_2
3 Months Ago
Interpolate pan, move center on hero logic to camera
3 Months Ago
Water purifier no longer purifies radioactive water
3 Months Ago
Adjusted hill cliffs anchors to fix a gap Pushed all hill cliffs slightly deeper to prevent similar issues
3 Months Ago
Ensure throwing out water forces a rad count on the vessel
3 Months Ago
Wall Slide + Jump
3 Months Ago
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