250,112 Commits over 3,959 Days - 2.63cph!

Today
Fix codegen for constants like float.PositiveInfinity
When loading ShaderGraphs and a connected property cannot be found, check for [Alias] attributes. This will resolve issues where loading old ShaderGraphs would look for old variable names. Facepunch/sbox-issues#5822 Added [Alias] to Combine node since its output was renamed at some point
Forgot to uncomment this
Today
MeshTool selection ops are now undoable
Add weapon icon to kill feed entries
Today
Ignore .sbox/ Use human hands for gizmos sbproj update
Today
missing gun items
Today
placeholder icons for gluon and hornet
Make scopes less of a big deal FOV wise on the mini crossbow
Today
Reorder guns
Today
Reflect hornet on collision
4ShotMiniCrossbow -> primitive
primitive -> 4ShotMiniCrossbow
Today
VR: More stuttering-related fixes, don't alloc joint data every frame VR: Improved main menu scene VR: Only create debug callback if `-vrdebug` is specified as a launch parameter
Today
Add `simulate_loot` command to test what loot will come out of a loot container - picks the closest loot container - default runs 100 times, can increase to 10k times
Today
Add Undo Scopes for Selection and Gameobjects
Today
Test dynamic properties get cleaned up when object is destroyed
Today
Do the same when setting var
Today
TrimQuoted...
Today
Fix dynamic properties referencing game objects / components
Today
Merge from presets_ediitor/quality
Today
Fix shadow cascades tooltip
Today
Additional cmd line fix and extra test
Today
Tweak dynamic properties serialization Failing GameObject dynamic property serialization test
Today
Updated lunar new year mask textures Updated lunar new year mask material Added albedo and metallic textures
Today
Fixed horses stuck in sliding state Increased max slope angle
Today
Make IGameObjectDestroy internal for now Add IGameObjectSerialize scene events (internal) Dynamic property serialization
Today
▌▉▍▄▍▉▅▆▅▌▍▅▅_▍▆▍_▇▊▊▊▍.▍▆▇ ▍▊▌▆▌▊ ▍▄ ▌▇█▉▌▅
Today
Second pass/redo of broken wood trims and atlas. Redone all wood parts of floor kit. Other feedback and fixes. Still WIP
Today
Update: DemoServer - Isolated all client demo logic into it's own player This is prep for full server demo support. Tests: played back a short craggy demo - it went through the entire thing without issues. Tried without demo - it started as expected
Today
Update test
Today
Some backwards compat
Today
Removed Vehicle Detailed colliders from the horses, use AI layer instead LegsAnimator detects Vehicle Detailed colliders
Today
Improve CommandLine parser. Added CommandLineTest.
Today
Add IGameObjectDestroy scene event Started on #1773 Dynamic properties API tweaks Dynamic properties tests Basic get / set node Some dynamic property documentation Dynamic property cloning tests
Today
exported tiger animations and rig
Today
Fix failing to start game if VRSystem returns nullptr for extensions
TimedExplosive -> Explosive (updated prefab refs too)
Today
Buildfix: removing unused variable Tests: editor compile
Today
Wip HornetGun 40mm ammo prefab
Today
Merge: from profiling_improvements Further exclude small methods/utility classes that are fast 95% of the time. Tests: Took a snapshot on a defualt ProcGen map in Editor(Client+Server). ~13% uncompressed json reduction.
Today
Update: more profiling exclusions - Don't track NetRead and NetWrite - Dont' track Facepunch.System's containers (including pooling), StringPool and ArrayPool - Don't track EntityRef - Don't track all Enumerators (previously only Facepunch's was excluded) - Don't track all GetHashCode - Don't track TimeWarning (debug-only calls, but can be frequent) Tests: Took a snapshot of default procgen map in Editor(Client+Server), confirmed about 13% reduction in uncompressed json size.
Today
Tweaked horse player collider height
Today
Merge: from main Tests: none
Today
Update: DemoServer - ripping out fixed timestep logic After experimenting with slowing down playback to bellow play speed, it did reduce the number of violations, but timing inconsistency between demo playback and server simulation leads to more issues. Tests: none, simple change
Hook up ammo resource to grenade pickup
Fix TripmineWeapon NRE (player invalid), add assert if the placed tripmine prefab is not valid
Today
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
Today
Remove manual call to hurt in scientist as it's now a method of entityComponent
Today
When hit, automatically update the offender's position