248,622 Commits over 3,928 Days - 2.64cph!

23 Days Ago
merge from main - RC
23 Days Ago
jungle_ruins_b progress
23 Days Ago
Ensured siege tower can be repaired again
23 Days Ago
Tweak wording on External Changes dialog to make it more clear what the options are Only ever show one External Changes dialog for a scene
23 Days Ago
WIP: Building again
23 Days Ago
water shader experiments
23 Days Ago
Adds Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags (#2138)
23 Days Ago
Added the base for the custom TAA post-process
23 Days Ago
siege_weapons -> primative
23 Days Ago
Localization Support For Crosshair Setup (#2148) * Localization For Crosshair Setup * Lowercase
23 Days Ago
fixed a typo in hudanimations.txt (#2160)
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- Greatly improved the raise command on siege tower - Stopped draw bridges trying to reverse open
23 Days Ago
jungle_ruins_b first iteration layout added a proxy mesh for the croc to design around
23 Days Ago
- Fixed string equality offset bug in StringView - Double maximum MenuTip length, and truncate post-richtext filter - Removed debugging character from rich text filter.
23 Days Ago
...and EnforceShadowDistanceBounds
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Fix NRE caused by new scientist missing a component that wolves have
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Remove old shadow distance
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Fixed broken damage FX
23 Days Ago
Death camera
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Bunch of texture streaming related setup/rework. Rewored AdjustTextureStreamingBudget() to take budget directly from convar. Added streaming budgets to presets. Fixed bug with preset editor and non-UI linked convars.
23 Days Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
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Remove new detail metallic map from decals to stop errors for now
23 Days Ago
Enhanced mine https://files.facepunch.com/tony/1b0411b1/sbox-dev_tBUWj7kgIu.mp4
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Fix mine damage NRE
23 Days Ago
WIP restart server at 4am local machine time, check for >=22 hour server uptime and do not restart Staging servers (env || hostname) start the timer 10 minutes after the server is up and repeat every 5 minutes Separate rcon logic and serverinfo loop out of ConsoleInputBar and into separate class CommandManager. Swapped out usages in RunServer.cs. Finished up the CheckForServerRestart functionality. Confirmed the project still builds Was accidentally using DateTime.UtcNow instead of DateTime.Now Change the time check to prevent the extremely rare edgecase of the server attempting to restart twice Use the global cancellation token in the CommandManager, don't make a new one CommandManager takes CancellationToken, not source Rename CommandManager to more suitable ServerRcon rename vars, too Double time window to ensure we restart and store DateTimeOffset of when restart was last requested Attempt to restart multiple times if we failed due to an exception Log any errors Minor changes Merge pull request #6 from Facepunch/server_restarts Server restarts
23 Days Ago
Minor changes
23 Days Ago
reverting 108949 - caused compilation issues
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Bring back external changes detected dialog, move to interface event Assets added at runtime can be loaded into promises/missing resources again Move prefab instance reload logic out of ResourceLoader Clear selection when reloading SceneEditorSession
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Don't allow double activating/deactivating cards Comments / cleanup
23 Days Ago
Arena one updates
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Change glass cannon card stats a bit These shouldn't be properties
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Lowest HP stat possible is 1
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Fix for abilities
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Fix overriding SSR with a black texture when it should be initialized with a translucent one
23 Days Ago
in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders
23 Days Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
23 Days Ago
Clean: further comments Tests: none, trivial change
23 Days Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
23 Days Ago
Refresh Button Move punch card Balance couple cards
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updated vm improvised/reinforced and wooden shields override controllers with the correct anims
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add shader_lighting test scene shader SSR test scene
23 Days Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
23 Days Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
23 Days Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
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Remove redundant allies vislog
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Use convars directly in debug aiarena script when ppossible instead of running commands
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Add vislog to confirm that fallback roam EQS works correctly