223,680 Commits over 3,684 Days - 2.53cph!

40 Days Ago
Bike stability experiments + materials
40 Days Ago
Add tools to show possible pickup and drop points via gizmos
40 Days Ago
Merge main -> Bikes
40 Days Ago
Cargo ship calls OnArrivedAtHarbor then waits Once finished waiting it rejoins the outer patrol as normal
40 Days Ago
Cargo Docking~ Cargo does basic docking at a harbor (currently only supports big harbor) Cargo now selects best node from the outer patrol to start entry from Cargo now adjusts waypoint distance dynamically when entering docking Cargo ship now responds to max velocity on harbor entry Base Path Adjusted a bunch of speed and position values on harbor entry path Bunch of debug stuff to show patrol tangents and docking point scores Added boolean to WorldSetup to force ocean patrols to be generated with dev terrains
40 Days Ago
Reduce latestSeatClipSeemsFarAway from 40m to 25m just to make 100% sure this is fixed.
40 Days Ago
Merge SkinViewerBones -> main
40 Days Ago
Codegen
40 Days Ago
Add `ping_test` command to find the region with lowest latency Hardcode endpoints for testing
40 Days Ago
Fixed ice chestplate looking too close now
40 Days Ago
Attach wearable skins that needs a skeleton to the new SkinViewer skeleton. No built-in skeleton needed
40 Days Ago
Added LODs to brutalist church
40 Days Ago
Fixed arm movement not getting interpolated Burst compile the line renderer jobs and make it all read only for easier scheduling
40 Days Ago
Remove globalDisableRigStripping. Add skeleton to SkinViewer prefab
40 Days Ago
Fixed cargo ship incorrectly flagging some destinations as possible
40 Days Ago
Ensure PanelComponent finds its parent If PanelComponent gets enabled before WorldPanel it fails to find a valid parent Resolves sbox-issues/issues/5024
40 Days Ago
.meta file
40 Days Ago
Better arm movement Expose object rotation speed
40 Days Ago
Scene backup - Adobe building skin setup
40 Days Ago
Material fixes/updates
40 Days Ago
Parent merge
40 Days Ago
Merge from main
40 Days Ago
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper
40 Days Ago
Merge main -> SkinViewerBones
40 Days Ago
ImageFormat.Default uses RGBA8888
40 Days Ago
Fixes unable to parse guid error when trying to load properties called "id" but the type is not a guid (Fixes Facepunch/sbox-issues#5181)
40 Days Ago
NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid)
40 Days Ago
Also unregister/register sync properties accordingly when GameObject id changes
40 Days Ago
Null checks in RefreshContacts And some more Allow turning off sound air absorption, turn it off on 2d sounds by default Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one. Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix Set hitbox surface Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies Merge branch 'master' into snapshot-refresh
40 Days Ago
Izabu: Don't try to destroy null proxy
40 Days Ago
It goes here
40 Days Ago
Squashed commit of the following: commit 47efeaea0bb81576b52ff4d89a54ee7af5fdc388 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 20:52:12 2024 +0000 Don't do on the root though save that for the multi-comp PR commit 76e46e982b6a4c8ead92ecc885d1f749ec395b92 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 20:51:20 2024 +0000 When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table commit 18afc037988b12788b42f248370388cde0902e58 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:18:25 2024 +0000 Use Id not __id as that is what was settled with for Component Ids commit b7c1219ae1446ed68cec1097c4ab1303d26540f4 Merge: 7ae3c58036 776383e111 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:16:11 2024 +0000 Merge branch 'master' into snapshot-refresh commit 7ae3c580369d949873ad17a074e5e46b2b11d5a5 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:14:00 2024 +0000 Revert comp ids on this branch commit 646c24eecde1a02bf245e29b37f7829fa2ee3426 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 20:10:27 2024 +0000 Fix refresh for bones commit cae184ca981106f4a8ae36dd9047cebe372904c9 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 19:31:16 2024 +0000 OnRefresh commit bfe4c11914f8ec7b823a86efb12c31936e3e7de4 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 18:24:43 2024 +0000 Serialize id properly commit 1bc68fc59d9705669cad886f29509be9eda7af9c Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 17:46:18 2024 +0000 Component id + prune those for refresh as well commit 273b8af9cc310bfc762be3c72874b9678b73fe6e Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 17:14:56 2024 +0000 Initial commit It goes here
40 Days Ago
Undo this bit
40 Days Ago
Actually let's go 4x as fast - that matches the scroll sensitivity of the main crafting list. Increased queue scroll sensitivity also.
40 Days Ago
Include latest table snapshot with full refresh. Update to support __guid
40 Days Ago
Skin picker mouse wheel scroll is now 3x as fast
40 Days Ago
Fixed debuglanguage being on by default (mode 2) instead of off (mode 0) as intended. Bug from merge in 94124.
40 Days Ago
Sorted test map so boat outer patrol paths can be generated properly
40 Days Ago
Subtract 93971. Seeing if we can do this another way.
40 Days Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c#
40 Days Ago
fixed crate_basic and crate_underwater_basic size issues fixed them also having duplicate materials for no reason on LOD0
40 Days Ago
Register and unregister Sync properties for child gos/comps appropriately
40 Days Ago
added addtional switch to mp5 to fix the missing fire selector on right side of mp5 game is now playable
40 Days Ago
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies
40 Days Ago
Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one. Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix Set hitbox surface Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR Merge branch 'master' into multi-comp-synvar
40 Days Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
40 Days Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
40 Days Ago
Refactor what packets are ordered into `PacketOrdering.cs`
40 Days Ago
More WIP
40 Days Ago