255,056 Commits over 3,990 Days - 2.66cph!

19 Minutes Ago
reduced all meat textures to be no bigger than 512x512
56 Minutes Ago
player_preview fixes
1 Hour Ago
removed placeholder items from craggy
2 Hours Ago
updated existing prefabs
2 Hours Ago
overhauled meat prefabs, rebuilt all with updated meshes and textures, moved all meats to specific folders, tidied up folders, removed old and unused assets
2 Hours Ago
Sync toolbar widgets with player in play mode, fix animation scrubbing https://files.facepunch.com/ziks/2025-02-23/sbox-dev_wpF9NmQARK.mp4 https://files.facepunch.com/ziks/2025-02-23/sbox-dev_TAEzqk2R2v.mp4
3 Hours Ago
Missed Bee Grenade Texture Files
3 Hours Ago
Work In Progress of Bee Grenade Material setup
5 Hours Ago
Tweak mobile layout Forum index Reduce payment onboard threshold
Today
Fix stats not sending when updating daily ranks Tweak onboarding process Fix iframe transparent on mobile
Today
Additional rows on User More TipaltiService api UserPage - allow manual updating Add user money settings, onboarding process Onboarding tweaks Use iframe for onboarding instead
Today
dash invuln game over panel game over panel delay
Leaderboard backup, run #17813
Today
magnet pickups disappear revive soul player death/revive restart
Today
more coin stuff coin fly perk pickup fix perk pickup networking can drop perk choices perk pickup rotation tweak health pack floater number tweaks
Today
missing files
Today
added meshes and materials for all new meat items, sss profiles
Today
A bit more renaming Re-implement additive blending
Today
Track modification refactor
Today
Streamline copying a bit
Today
Don't snap TimeSelectionPeakItem to PasteBlocks
Today
Snapping polish Fix stitching logic, some sampling safety
Correct eye bone positions/skinning on all current player seeds
Today
merge from autoturret_servertick_optim
Today
Toggle the client warning zone trigger based on the peacekeeper flag Set the exclude layers
Today
Reduce notification history auto refresh rate Updated protos to handle fields with C# default values being skipped by the Rust server Sync protobuf changes from Rust, fix entities with IDs bigger than 32bit IDs Missed some fields Add radtown and travelling vendor map markers (but rotation isn't sent from the game for some reason) Updated translations Update items Minor dependency updates Merge branch 'master' into release
Today
Strip the massive target detection trigger from the client Set the exclude layers
Today
Update to latest node version in actions
Today
merge from building_privilege_cache
Today
Fix MovieTrack.GetCuts returning wrong time ranges
Today
Upgrade to Expo SDK 52 Map code cleanup + fix map position shifting after pinch zoom... again Note to self: what fixed it this time was skipping the pan clamp bounds calculations when they aren't needed (even though it should have had no side effects!!) Remove InvertedFlatList workaround since the inverted prop is fixed on Android now (and the workaround broke)
Today
Motion editor rewrite, fixed precision time https://files.facepunch.com/ziks/2025-02-22/sbox-dev_Zs8qhZYowK.mp4
Yesterday
Minor dependency updates
Yesterday
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Yesterday
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Yesterday
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Yesterday
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
Leaderboard backup, run #17789
Yesterday
Longer clientside building priv cache when holding a wire tool + some optims
Yesterday
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
Yesterday
Add radtown and travelling vendor map markers (but rotation isn't sent from the game for some reason) Updated translations Update items
Yesterday
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
Yesterday
Fix m_bCaptureWithRenderDoc never being initialized and causing it to be captured infinitely (#1830)
Yesterday
[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
Yesterday
Fix OnMapUpdated action not always being set, causing map to not hotload
Yesterday
merge from autoturret_servertick_optim
Yesterday
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
Yesterday
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
Yesterday
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
Yesterday
Do more expensive undo for scale tool to capture potential component changes on scale