248,612 Commits over 3,928 Days - 2.64cph!

4 Months Ago
merge from localization
4 Months Ago
Null checks in RustText and Tooltip SetPhrase Fixes safezone warning formatting error
4 Months Ago
Fixed RustInput.Normal placeholder text having no localization token Set auto size values to support any language
4 Months Ago
merge from main
4 Months Ago
merge from repairbench_icons
4 Months Ago
Minor color tweak
4 Months Ago
Fixed tooltip SetPhrase method possibly updating a completely unrelated opened tip
4 Months Ago
Repair bench code cleanup
4 Months Ago
Repair bench UI now shows required ingredients as icons instead of texts + a few localization fixes
4 Months Ago
MeshLOD can now be used with DeferredMeshDecals, handles turning on and off and swapping LOD levels and updating the decal accordingly Re-enabled glue models in compound
4 Months Ago
Switched the other three PuzzleReset scripts at Arctic Research Base to use the AIZ check instead of distance checks. Fixes them inadvertently respawning nearby NPCs
4 Months Ago
progress on river to ocean blending
4 Months Ago
failure score is time you beat farthest level; etc adjust tooltip position etc remove unused textures convert some wav to ogg some achievements
4 Months Ago
Merge from fix_debugqueue_cmd -> main
4 Months Ago
Merge from fix_io_budget_float -> main
4 Months Ago
Fix IO budgets not working well after 9hrs of uptime due to floating point errors - 4ms resolution after 9 hours, 8ms after 18 hours, etc - switch from realtimeSinceStartup -> realtimeSinceStartupAsDouble
4 Months Ago
Fix `debugqueue` printing to server console instead of replying to the command in RCON / F1 console Make `debugqueue` print all queue sizes, not just electric low priority
4 Months Ago
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4 Months Ago
Wolves can now jump onto player foundations to attack
4 Months Ago
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4 Months Ago
PlaceCliffsUniform initial version
4 Months Ago
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4 Months Ago
Fix thread pool on linux srcds betterer hopefullier
4 Months Ago
compile fix
4 Months Ago
Phrase update
4 Months Ago
exported edited wolf idle1, wakeup and idle to sleep anims
4 Months Ago
merge from localization
4 Months Ago
Compile fix
4 Months Ago
merge from main
4 Months Ago
Fix host transfer of non-player networked objects
4 Months Ago
Move rigidbody start asleep until after colliders are added - otherwise it's not going to do jack shit Add Prop.StartAsleep, this is common enough to justify adding to prop
4 Months Ago
New scientist first pass
4 Months Ago
Expose IsValid() to ActionGraph https://files.facepunch.com/ziks/2024-09-09/rwuGmEnsdg.png Fixes Facepunch/sbox-issues#6376 Group object-targetting utility nodes
4 Months Ago
Remove remnants of fsm tags, add strafe mode to path follower, add CanSeeTarget fsm transition
4 Months Ago
Support empty <style> block in .razor files Resolves Facepunch/sbox-issues#2725
4 Months Ago
Clear texture after creating texture if no data was set, instead of refcount hack
4 Months Ago
-allowlocalhttp works for WebSurface in editor only. Also limit Http local http to editor and headless (dedicated server), players should never be able to accidentally opt in Facepunch/sbox-issues#5774
4 Months Ago
Update compiled shaders with relative cubemap luminance
4 Months Ago
Make sure wolf can transition from hurt to death
4 Months Ago
Fog Fix (#1661) * Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants * VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore * Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit * Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png * These convars don't do anything or are redundant, some notes for tiled rendering in the future * Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps * One lightbinner per volumetric fog rather than creating it every frame * Start removing fog clipmap rendering, there are better ways to do this and it's massive * Disable clipmaps on managed code, clean up shader code * Remove VR-specific frustum stuff from volumetric fog * Get rid of redundant data * Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one * TAA stub * Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality * Proper fog TAA with ping-ponging accumulation textures * Iterate fog denoising * Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer * Final cleanup, fix fog density, fix obsolete error
4 Months Ago
Merge from world_update_2
4 Months Ago
cardboard blend material
4 Months Ago
Disable the glue prefabs in compound for now to resolve error on joining
4 Months Ago
Fix incrementing times visited a level
4 Months Ago
Merge from MummyMask
4 Months Ago
merge from FrankensteinMask
4 Months Ago
Map Voting: only show enabled maps
4 Months Ago
Create StatIncrementerHighestTeam.cs Add TeamScoring.GetHighest() Don't flush stats Use highest team stat incrementer on defuse win
4 Months Ago
Stat incrementer for TDM as well, intentionally not set for other modes for now
4 Months Ago
Remaining scene weapons