255,090 Commits over 3,990 Days - 2.66cph!

6 Days Ago
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6 Days Ago
merge fro io_research_table
6 Days Ago
gibs fix
6 Days Ago
Cherrypick compile fixes
6 Days Ago
Fix compile errors from item ownership
6 Days Ago
Optimized brick_corner meshes for lightmaps
6 Days Ago
Merge from item_ownership -> aux2
6 Days Ago
Updated the language selection dropdown to use proper fonts instead of fallbacks
6 Days Ago
subtract nothing
6 Days Ago
wooden_floor_b_blend .meta
6 Days Ago
added wooden_floor_b blend material https://files.facepunch.com/jason/1b1711b1/sbox-dev_VToHk5RuXf.png
6 Days Ago
Can damage any explosive to blow it up
6 Days Ago
Not sure how this can happen really, but okay..
6 Days Ago
eject_9mm uses our own 9x19 bullet casing instead of Rust
6 Days Ago
Add shotgun eject
6 Days Ago
Tweaked eject particle direction, and mp5 vm eject orientation
6 Days Ago
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6 Days Ago
Use `FileWatch.SuppressWatchers` to prevent error spam while downloading library files.
6 Days Ago
Only download new/changed files when updating a Library, delete any that no longer exist, and download files in parallel.
6 Days Ago
Codegen Protobuf
6 Days Ago
Codegen EntityMenu
6 Days Ago
Remove duplicate key to fix resource compilation
6 Days Ago
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
6 Days Ago
Changed how we handle font fallbacks: Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object This prevents some fuckery with strings using characters from multiple fonts Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
6 Days Ago
Merge main -> aux2 (keep destination codegen)
6 Days Ago
Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing. Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
6 Days Ago
Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos Tests: none, compiled in editor
6 Days Ago
Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs Turns out I'll need it to support WaterCollision.GetIgnore(start, end...) Tests: none, just compile
6 Days Ago
added terrazzo_tiles_a material https://files.facepunch.com/jason/1b1711b1/sbox-dev_WGORKJwdYl.png
6 Days Ago
added wooden_floor_a material
6 Days Ago
Re-run protobuf generation
6 Days Ago
Fixed reported NRE in BaseCarryable
6 Days Ago
added floor_tile_03 material
6 Days Ago
subtract 108949
6 Days Ago
merge from main -> item_ownership
6 Days Ago
attempt 3
6 Days Ago
Post reload events to the viewmodel only, they're only useful there
6 Days Ago
particle updates removed loops
6 Days Ago
- Make 1 honeycomb every 5 minutes - Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster - Another balancing pass on XP
6 Days Ago
LibraryDetail version now updates the ComboBox upon downloading a new version of the Library. Resolves Facepunch/sbox-issues#7669
6 Days Ago
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6 Days Ago
Fixed beehive not generating honeycomb
6 Days Ago
Missed files
6 Days Ago
Fixed info and loot panel issues
6 Days Ago
- Made fancy display showing current xp of nucleus and xp required for the next level up
6 Days Ago
Can now use multiple of the same subgraph with different values without it attempting to cache values from the other node of the same type. Also tracks nested nodes with their own cache so it's still optimized.
6 Days Ago
merge from fix_junkpile_despawn_delay -> main
6 Days Ago
Fixed weird colour issue on panel