255,031 Commits over 3,990 Days - 2.66cph!

60 Minutes Ago
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
1 Hour Ago
Strip the massive target detection trigger from the client Set the exclude layers
1 Hour Ago
Update to latest node version in actions
1 Hour Ago
merge from building_privilege_cache
1 Hour Ago
Fix MovieTrack.GetCuts returning wrong time ranges
1 Hour Ago
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)
2 Hours Ago
Motion editor rewrite, fixed precision time https://files.facepunch.com/ziks/2025-02-22/sbox-dev_Zs8qhZYowK.mp4
3 Hours Ago
Minor dependency updates
4 Hours Ago
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4 Hours Ago
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5 Hours Ago
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Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
Leaderboard backup, run #17789
Today
Longer clientside building priv cache when holding a wire tool + some optims
Today
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
Today
Add radtown and travelling vendor map markers (but rotation isn't sent from the game for some reason) Updated translations Update items
Today
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
Today
Fix m_bCaptureWithRenderDoc never being initialized and causing it to be captured infinitely (#1830)
Today
[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
Today
Fix OnMapUpdated action not always being set, causing map to not hotload
Today
merge from autoturret_servertick_optim
Today
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
Today
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
Today
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
Today
Do more expensive undo for scale tool to capture potential component changes on scale
Today
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
Today
Build troubleshooting
Today
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.
Today
Bugfix: properly ignore constructors I missed a period, so it would never match
Today
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.
Today
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.
Today
Add physics grabber example component that grabs objects using fixed joint
Today
Beeswarm FX with notes.
Today
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
Today
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
Today
Fixed fog being black on some maps with HDR
Added clothing to vertical slice loadout
Today
merge from main -> aux2
Today
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
Scientist Suits V4 rig
Today
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
Yesterday
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
Yesterday
Merge: from main Tests: none, no conflicts
Yesterday
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