255,047 Commits over 3,990 Days - 2.66cph!

25 Minutes Ago
Fix stats not sending when updating daily ranks Tweak onboarding process Fix iframe transparent on mobile
3 Hours Ago
Additional rows on User More TipaltiService api UserPage - allow manual updating Add user money settings, onboarding process Onboarding tweaks Use iframe for onboarding instead
3 Hours Ago
dash invuln game over panel game over panel delay
4 Hours Ago
Leaderboard backup, run #17813
5 Hours Ago
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
Today
Minor dependency updates
Today
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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
Yesterday
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
Yesterday
Build troubleshooting
Yesterday
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.
Yesterday
Bugfix: properly ignore constructors I missed a period, so it would never match
Yesterday
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.
Yesterday
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.
Yesterday
Add physics grabber example component that grabs objects using fixed joint
Yesterday
Beeswarm FX with notes.
Yesterday
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