255,016 Commits over 3,990 Days - 2.66cph!

8 Minutes Ago
Add radtown and travelling vendor map markers (but rotation isn't sent from the game for some reason) Updated translations Update items
28 Minutes Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
30 Minutes Ago
Fix m_bCaptureWithRenderDoc never being initialized and causing it to be captured infinitely (#1830)
38 Minutes Ago
[Pick] use CUtlMemory for transform buffer instead of a fixed transform size that crashes, allows for it to be smaller and alloc as much as it needs, needs testing Bind instance ID buffer too, remove all this bullshit, keep initial transforms at 1 million like it was for now Pass index instead of pointer for bone setup, need to guarantee it's stable if we're resizing Ensure GPU buffer capacity management in next frame, transform buffer handle is bound very early in frame to be able to be resized by then
43 Minutes Ago
Fix OnMapUpdated action not always being set, causing map to not hotload
1 Hour Ago
merge from autoturret_servertick_optim
1 Hour Ago
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
3 Hours Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
3 Hours Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
3 Hours Ago
Do more expensive undo for scale tool to capture potential component changes on scale
3 Hours Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
3 Hours Ago
Build troubleshooting
3 Hours Ago
Bugfix: ServerProfiler - properly filter out constructors - Due to a typo (missing .) it would never match constructors and never filter them out Using release libs built from ec8c5522 Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
3 Hours Ago
Bugfix: properly ignore constructors I missed a period, so it would never match
3 Hours Ago
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views. Tests: exported a snapshot in the editor.
3 Hours Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
4 Hours Ago
Add physics grabber example component that grabs objects using fixed joint
4 Hours Ago
Beeswarm FX with notes.
4 Hours Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
4 Hours Ago
Motion editor selection polish https://files.facepunch.com/ziks/2025-02-21/sbox-dev_fNBVNJB6Du.mp4 * Object snap toggle, snaps to blocks / playhead * Fixed drag logic for each handle * Can't make selection go out of bounds
4 Hours Ago
Fixed fog being black on some maps with HDR
5 Hours Ago
Added clothing to vertical slice loadout
6 Hours Ago
merge from main -> aux2
6 Hours Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
6 Hours Ago
Scientist Suits V4 rig
6 Hours Ago
Compute uvs from params after scaling mesh
Today
Don't rebuild mesh component if it's not active
Today
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
Today
Move Enemy Rebel to Combine tab, add icon & localization Move ammo localizations to .properties Hammer preview for point_worldtext https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg Newline support in point_worldtext Fixed Hammer breaking VMF files if they contain \n in keyvalue values New point_worldtext features Text spacing X/Y, orientation
Today
viewmodel prefab updates
Today
slight shift in torch trans y entity position
Today
add tipalti service
Today
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
Today
Merge: from main Tests: none, no conflicts
Add warnings for invalid icons in Feed - should be able to track this down now Death messages are in everyone's console Add networkable version of suppressing pickup notices
Up the pitch of the grenade clang sound, lot better
Add trail to thrown hand grenade
Today
merge from main
Today
Missed some fields
Today
IsBuildingBlockedByVehicle merge fix
Today
Merge from app_skip_field
Today
Fix compile (some fields got stomped because these weren't in sync)
Today
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
Today
added wooden_flooring_a https://files.facepunch.com/jason/1b2111b1/firefox_9cyHSIvkGY.jpg https://sbox.game/facepunch/woodenflooringa blends will come shortly
Today
Merge from fast_debug_draw
Today
merge from main
Today
Sync protobuf changes from Rust, fix entities with IDs bigger than 32bit IDs
Today
Updated Rust+ protos so they are compatible with other protobuf code generators
Today
Merge from /main
Today
Merge from /main