255,067 Commits over 3,990 Days - 2.66cph!

3 Months Ago
Adds Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags (#2138)
3 Months Ago
Added the base for the custom TAA post-process
3 Months Ago
siege_weapons -> primative
3 Months Ago
Localization Support For Crosshair Setup (#2148) * Localization For Crosshair Setup * Lowercase
3 Months Ago
fixed a typo in hudanimations.txt (#2160)
3 Months Ago
- Greatly improved the raise command on siege tower - Stopped draw bridges trying to reverse open
3 Months Ago
jungle_ruins_b first iteration layout added a proxy mesh for the croc to design around
3 Months Ago
- Fixed string equality offset bug in StringView - Double maximum MenuTip length, and truncate post-richtext filter - Removed debugging character from rich text filter.
3 Months Ago
...and EnforceShadowDistanceBounds
3 Months Ago
Fix NRE caused by new scientist missing a component that wolves have
3 Months Ago
Remove old shadow distance
3 Months Ago
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3 Months Ago
Fixed broken damage FX
3 Months Ago
Death camera
3 Months Ago
Bunch of texture streaming related setup/rework. Rewored AdjustTextureStreamingBudget() to take budget directly from convar. Added streaming budgets to presets. Fixed bug with preset editor and non-UI linked convars.
3 Months Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
3 Months Ago
Remove new detail metallic map from decals to stop errors for now
3 Months Ago
Enhanced mine https://files.facepunch.com/tony/1b0411b1/sbox-dev_tBUWj7kgIu.mp4
3 Months Ago
Fix mine damage NRE
3 Months Ago
WIP restart server at 4am local machine time, check for >=22 hour server uptime and do not restart Staging servers (env || hostname) start the timer 10 minutes after the server is up and repeat every 5 minutes Separate rcon logic and serverinfo loop out of ConsoleInputBar and into separate class CommandManager. Swapped out usages in RunServer.cs. Finished up the CheckForServerRestart functionality. Confirmed the project still builds Was accidentally using DateTime.UtcNow instead of DateTime.Now Change the time check to prevent the extremely rare edgecase of the server attempting to restart twice Use the global cancellation token in the CommandManager, don't make a new one CommandManager takes CancellationToken, not source Rename CommandManager to more suitable ServerRcon rename vars, too Double time window to ensure we restart and store DateTimeOffset of when restart was last requested Attempt to restart multiple times if we failed due to an exception Log any errors Minor changes Merge pull request #6 from Facepunch/server_restarts Server restarts
3 Months Ago
Minor changes
3 Months Ago
reverting 108949 - caused compilation issues
3 Months Ago
Bring back external changes detected dialog, move to interface event Assets added at runtime can be loaded into promises/missing resources again Move prefab instance reload logic out of ResourceLoader Clear selection when reloading SceneEditorSession
3 Months Ago
Don't allow double activating/deactivating cards Comments / cleanup
3 Months Ago
Arena one updates
3 Months Ago
Change glass cannon card stats a bit These shouldn't be properties
3 Months Ago
Lowest HP stat possible is 1
3 Months Ago
Fix for abilities
3 Months Ago
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3 Months Ago
Fix overriding SSR with a black texture when it should be initialized with a translucent one
3 Months Ago
in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders
3 Months Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
3 Months Ago
Clean: further comments Tests: none, trivial change
3 Months Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
3 Months Ago
Refresh Button Move punch card Balance couple cards
3 Months Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
3 Months Ago
add shader_lighting test scene shader SSR test scene
3 Months Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
3 Months Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
3 Months Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
3 Months Ago
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3 Months Ago
Remove redundant allies vislog
3 Months Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
3 Months Ago
Add vislog to confirm that fallback roam EQS works correctly
3 Months Ago
Combining back wheel of ballista base
3 Months Ago
ruin_a backup
3 Months Ago
merge from fix_swamp_water_reflection
3 Months Ago
merge from main
3 Months Ago
prepatch phases, codegen and manifest
3 Months Ago
special spitter spitter elite special dont despawn enemy bullet if it kills player spiker special charger special