223,938 Commits over 3,684 Days - 2.53cph!

1 Year Ago
merge from main
1 Year Ago
merge from sentry_improvements
1 Year Ago
Replace forward slashes in branch with dashes
1 Year Ago
merge from main
1 Year Ago
merge from sentry_improvements
1 Year Ago
Include server address & version when reporting client errors
1 Year Ago
Allow scene maps to be created in menu context even if the scene world isn't transient, menu sometimes creates non transient worlds
1 Year Ago
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1 Year Ago
Always render shadows if sky is visible on stationary direct lights
1 Year Ago
Readd FlushScratchRenderTargets, that's resized to the monitor screen anyway when you open a tool if you need an expanded viewport
1 Year Ago
Added Empty Rifle Ammo Box Prefab Added Half Full Rifle Ammo Box Prefab Assigned Different Rifle Ammo Box Material Variations to Empty/Half Full Prefabs
1 Year Ago
Updated frozen effect Updated fear effect added screen blood particle Update .addon
1 Year Ago
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1 Year Ago
fix xp sound
1 Year Ago
Merge from main -> gameplay_metrics
1 Year Ago
merge from ai_aboveground
1 Year Ago
Update scene with navmesh obstacle prefab. s2p.
1 Year Ago
fix a gap in the fence obstacles
1 Year Ago
Use PackageReference for referencing packages, References for referencing assemblies The fuzzy search in FindCompilerByName was getting messy, so that's replaced with FindCompilerByAssemblyName / FindCompilerByPackageName. Also this fixes changed library packages not marking dependent compilers for recompile (#956) Fixed test passing for the wrong reason Rename Compiler.PackageReference to PackageReferences Don't fast hotload if a referenced assembly has changed More assembly / package reference strictness Made generic method resolving / comparing stricter We need to re-resolve all member references in fast-hotloaded methods This fixes references to types from fast-hotloaded referenced assemblies More precise logic when deciding if a referencing assembly can be fast-hotloaded Constructor resolution regression fix Some cleanup in ILGeneratorExtensions Hotload.GetMethods helper now matches name Access control now caches assembly definitions by name + version Fixes issues where hotload requires a specific old version Assert that the correct assembly definition version is resolved Keep exactly the outgoing assembly definition cached, but dispose older versions Clean up AccessControl.Resolve a bit
1 Year Ago
Assigned Rifle Ammo Box World Model Prefabs to Rifle Ammo Item Prefabs
1 Year Ago
Added fence navmesh obstacle prefab
1 Year Ago
Setup Rifle Ammo World Model Prefabs Setup Rifle Ammo World Model Material Variations - Explosive/HV/Incendiary
1 Year Ago
dash fire upgrade healing bullets upgrade
1 Year Ago
Fix eye shader disabling depth prepass for the entire sceneobject
1 Year Ago
Re-enable spawners on my branch
1 Year Ago
merge from nms
1 Year Ago
Disable above ground spawners for now.
1 Year Ago
Enable force collect terrain for navmesh. Scene. s2p.
1 Year Ago
merge from ai_aboveground
1 Year Ago
1 Year Ago
Added optional tint randomization to "Rust/Standard Blend Layer" shader set
1 Year Ago
fixed quarry_deployable_atlas_b_normal channels needing to be szwizzled/flipped to display correctly.
1 Year Ago
Avatar: Focus on the face, no matter how short they are
1 Year Ago
Citizen/animgraph: fixed the scale_height min & default values being swapped (oops)
1 Year Ago
building move data
1 Year Ago
Updated the FBXs and beam's normal map for the quarry deployable
1 Year Ago
main outdoor move points
1 Year Ago
ServerContent -> ServerContext
1 Year Ago
Citizen/animgraph: removed restriction on scale_height feature You are still very much advised to keep the value between 0.8 and 1.2, but if you want to set it to 2.0 and create a noodly-limbed monstrosity, you may now do that without having to edit the Citizen animgraph. Merge branch 'master' of sbox
1 Year Ago
Save/Load map addons to PackageReferences properly
1 Year Ago
more bomb upgrades
1 Year Ago
Get rid of blend mask from non blend material api
1 Year Ago
Quick play around to see if a static API for HTTP is good Add some methods for easily handling JSON requests Move access checks over Add optional params for headers and cancelaition tokens Obsolete Sandbox.Internal.Http Update WebSocket header handling Move Http into Sandbox.Game to align with the public WebSocket class Tests fix More tests Access list changes to allow HttpResponseMessage and HttpContent classes Have to specify what http uris you want to use in project settings, menu ignores this Quick doc pass Test some additional uris, fix equal uris not being permitted
1 Year Ago
Delete ShadingModelStandard, it never really worked but if you were using it for some reason use ShadingModelValveStandard instead as that'll stay backwards compatible. This probably shouldn't be a break, it's gonna stop remapping normal/rma on old glass materials otherwise Don't define standard material inputs if S_MULTIBLEND is set, this is the best way I can think of to reduce samplers on blendable without breaking backwards compatability. I don't see much reason for this stuff to even be in common, it's pretty hyper specific to the blendable shader. Also will get rid of the bullshit first input from an artist workflow: https://files.facepunch.com/yourname/1b2111b1/sbox-dev_kGyz4UAlhq.png
1 Year Ago
Citizen/clothing: updated v-neck t-shirts to latest rig & reskinned them Merge branch 'master' of sbox
1 Year Ago
merge from nms
1 Year Ago
When adding a manifest, work through EditorReferences too - and handle package names with versions (kind of)
1 Year Ago
Move AssetPublishConfig to tools.dll Can set MetaData value to null to clear it Don't show special context menu options on map projects Use EditorReferences instead of cloud_packages in map config Automatically convert map project to content project
1 Year Ago
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