243,692 Commits over 3,898 Days - 2.60cph!

6 Months Ago
Ditch Stream as the read/write interface to reduce the amount of copying data around
6 Months Ago
no hud if we're in tutorial, unsaved blender file changes
6 Months Ago
adjusting tutorial lean jump section, fixing issue with reseting
6 Months Ago
dont count tutorial zones as checkpoints, only show hints once, fix reseting, scaffolding models, bool for turning tutorial on and off
6 Months Ago
Convert some guns and mags to prefabs, laser pointer can be toggled with joystick down on held hand
6 Months Ago
Expose changing damage of weapons & armor protection values Add ability to search entity & item names
6 Months Ago
Basic networking
6 Months Ago
fixing tutorial brake door bug
6 Months Ago
more tutorial stuff
6 Months Ago
Instance creation
6 Months Ago
bicycle skin, LOD setup and rear wheel split for future setup
6 Months Ago
Genre component and game-list component columns, column grid system
6 Months Ago
Fix NREs when running outside of VR
6 Months Ago
Fixed some issues w/ attach points
6 Months Ago
tutorial logic updates
6 Months Ago
New Crowdin translations by GitHub Action
6 Months Ago
Reload strings on Alt+L in debug builds Copy locale folder on build Remove import-translations job
6 Months Ago
Attempt to make gradients match their web counterparts a little more This isn't perfect and we should really investigate the root cause for this: sbox-issues/issues/5477
6 Months Ago
New Crowdin translations by GitHub Action
6 Months Ago
IO switch tests
6 Months Ago
Refactor string loading to support different formats Load strings from loose CSV files
6 Months Ago
Added Time based fading (work in progress - includes updates to visualiser) Fixed some issues with distance fading Improved import - no longer reloads assets during import which is 2022.3 causes a warning
6 Months Ago
workers house latest wip
6 Months Ago
Added vending machine. Setup custom sell orders. Disabled colliders on client.
6 Months Ago
Follow camera
6 Months Ago
Added "content_descriptors" to steamworks.FileInfo result It is a table of possible values: "general_mature", "gore", "suggestive", "nudity", "adult_only", Rework Portal Rocket Turret targeting to make the SetTarget input work Do not prevent C_BaseAnimating entities from rendering if sequence = -1
6 Months Ago
Create BobbleJoint.cs
6 Months Ago
Add BallJoint component
6 Months Ago
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values. Outside of deadzone now ensures straight wheels
6 Months Ago
Stub out everything VR-related, remove calls to SteamVR functions Initial bindings, init API, fetch & spew extensions
6 Months Ago
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
6 Months Ago
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
6 Months Ago
Added steering deadzone to avoid over corrections
6 Months Ago
Wall collision
6 Months Ago
I should stop tweaking the generator Starting on movement
6 Months Ago
merge from fix_eventrecord_pooling_error
6 Months Ago
Renamed "Normal" SceneCameraDebugMode to "Lit", expose Roughness vis mode
6 Months Ago
Generator tweaks
6 Months Ago
Added RustTestFixture, which includes helpers to easily spawn and destroy entities Cleanup and naming
6 Months Ago
button component page header, home page tweaks
6 Months Ago
Added SetUp and TearDown methods executed before and after each test
6 Months Ago
Merge from main
6 Months Ago
start bringing the new UI elements into new branch
6 Months Ago
choice panel status panel status tooltips
6 Months Ago
Fix wall placement, add lights https://files.facepunch.com/ziks/2024-05-07/sbox-dev_Vmh62T1kst.mp4
6 Months Ago
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6 Months Ago
Cut/throat slit gesture
6 Months Ago
vtf project unused TerrainMaterial resource: custom compiler that generates 2 packed vtex_c from input images
6 Months Ago
bicycle LOD0 skining and ik positrion adjustment
6 Months Ago
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely. Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow. Some initial results: Launch site goes from 30,409 transforms to 21,131 Outpost goes from 11,850 -> 9,633 Harbor_1 goes from 17,233 -> 13,125 That's a total saving of over 15k transforms, renderers, filters just from three monuments!