248,584 Commits over 3,928 Days - 2.64cph!

3 Months Ago
Reconnected materials
3 Months Ago
Merge from world_update_2
3 Months Ago
Post merge compile fixes, manifest
3 Months Ago
Merge from main
3 Months Ago
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
3 Months Ago
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3 Months Ago
Merge from world_update_2
3 Months Ago
Merge from main
3 Months Ago
Merge from world_update_2
3 Months Ago
dpv sound polish
3 Months Ago
Setup placeholder PrefabInformation for water well NPC Using heavy scientist avatar for now Slight layout tweaks to Item info panel to better fit a longer NPC name
3 Months Ago
Fixed water well NPC's not appearing properly on the hunting trophy
3 Months Ago
Fixed plants spawning in water well planters losing their 100% condition on server load
3 Months Ago
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3 Months Ago
Fixed locomotive NRE when shooting the bell in CLIENT+SERVER mode
3 Months Ago
Fixed missing physic mat define on sidecar bike
3 Months Ago
update MapImageRenderer to match map shader water logic
3 Months Ago
Restored F7 report popup texts size
3 Months Ago
Leaderboard backup, run #13891
3 Months Ago
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3 Months Ago
Cache actions to prevent allocs with Invoke and CancelInvoke
3 Months Ago
merge from main
3 Months Ago
Add SkinnedModelRenderer.Parameters for better API to set animgraph parameters and show the parameters in inspector https://files.facepunch.com/layla/1b1211b1/sbox-dev_GElUzo5Kpn.mp4
3 Months Ago
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3 Months Ago
add some shading to areas of map with steeper terrain slopes (cliffs)
3 Months Ago
Cliff DecorUniformTest progress / better coverage
3 Months Ago
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3 Months Ago
Various fixes
3 Months Ago
merge from localization
3 Months Ago
Compile fix
3 Months Ago
merge from enable_monument_scenes -> main
3 Months Ago
Bump max save game size to 16M (from 3) This is Source's save system, for level transitions Implement GetPreferredCarryAngles for `ai` type SENTs Disable -nulldevice Added NPC:SetIdealSequence Fix undoing nocollide constraint not restoring collisions Adds `disable_on_remove` keyvalue to `logic_collision_pair` Adds 5th argument to constraint.Nocollide - disableOnRemove Fixed duplicated nocollides not being cleaned up via No-Collides cleanup option Merged Pull Requests TTT: Minor updates to Turkish translations Optimized SortedPairs further Added properties.Remove( name )
3 Months Ago
Fix monument scenes being enabled on server by default - disabled on server - enabled on client
3 Months Ago
Add stub GBuffer.hlsl for DepthNormals() mode and move ToolVis to it's own file and class so it's not a mess, aiming to remove ToolVis() mode, S_DISABLE_SPECULAR_HIGHLIGHTS not referenced anywhere
3 Months Ago
initial 3p setup, entity updates
3 Months Ago
Use the system's language by default, before reading client.cfg file Fallback to English if not supported
3 Months Ago
tissue box blockout mesh for placement and scale
3 Months Ago
Update Facepunch.ActionGraphs Get rid of old hack to re-use ActionGraphs between tools and game Serialize invalid Components / GameObjects as null Don't call PostDeserialize multiple times for child objects Keep track of source resource for ActionGraph instances Also fixes case where prefab ActionGraphs wouldn't get cached properly Improved inspecting experience with ActionGraph stack traces * Include source location in stack trace * Opens the containing scene / prefab when inspecting an ActionGraph stack row Include ActionGraph diagnostics in console Graphs need to be loaded at least once for it to know about them Update AssertNoGraphErrorsInScene test case We were double-counting prefab ActionGraphs before
3 Months Ago
Update: LootableCorpse pools ItemContainer Tests: Equipped a horse with backpack and items, killed it - saw the uptick in ItemContainer telemetry, then once corpse despawned, it ticked down.
3 Months Ago
Improve SortedPairs even more (#2032) * Improve SortedPairs even more pr #2015 is good, but we can make it much better. improvments: table.insert( tbl, val ) > tbl[ #tbl + 1 ] = val next( keys, i ) > keys [ i ] benchmarks: brandonsturgeon's version is 10.57% better then default. my version is 35.87% better then default or 28.29% better then brandonsturgeon's. bench src: https://gist.github.com/Be1zebub/4b90791fc7ab2d89a18c7a93da143095 * Update table.lua not very significant, but why not + 2-5% more perf (compared to the improved version)
3 Months Ago
Allow for properties to be removed (#2113) * Allow for properties to be removed * Added validation checks
3 Months Ago
TTT: Update Turkish (#2112) * Update turkish.lua I can't believe I missed this one * Plural to Singular Plural to Singular to mimic CS2's translation.
3 Months Ago
merge from world_update_2
3 Months Ago
network++ save++
3 Months Ago
Added rock formations to World Setup Tweaked rock formation anchors to balance spawn rates
3 Months Ago
jumper cables with base materials
3 Months Ago
wip turf