243,428 Commits over 3,898 Days - 2.60cph!

4 Months Ago
Simplify system to always output both legacy prefab + new scene - ensures it always updates the monument regardless of what system is running
4 Months Ago
Add option for discarding scene changes and load its saved state, resolves Facepunch/sbox-issues#5085 https://files.facepunch.com/devultj/1b0911b1/sbox-dev_VFwF4r2Fku.mp4
4 Months Ago
Fix damage reduction from armor / helmet
4 Months Ago
terrain.benchmark scene wip
4 Months Ago
Add Vector3.Direction, closes Facepunch/sbox-issues#5026
4 Months Ago
Simplify respawning RPCs Looked like OnClientRespawn could get called on the wrong clients?
4 Months Ago
final bit of renaming
4 Months Ago
more renaming
4 Months Ago
file renaming
4 Months Ago
Mesh implements IValid (already has IsValid property), closes Facepunch/sbox-issues#4170
4 Months Ago
Removed missing material inspector from BRZone shader
4 Months Ago
Can [Property] GameResource properties to have them serialize, resolves Facepunch/sbox-issues#2925 (worth noting you could use [JsonInclude] for this already)
4 Months Ago
Replaced add with alpha/lerp blend on BRzone shader (for eval)
4 Months Ago
test
4 Months Ago
merge from main
4 Months Ago
Updated Legacy Wood Log PIle Colliders to a more efficient mesh
4 Months Ago
WIP - Added upscale blend ( before I forget! )
4 Months Ago
Add fullscreen on play editor preference, closes #1476 https://files.facepunch.com/devultj/1b0911b1/sbox-dev_xrv7uAqbh4.mp4
4 Months Ago
Merge from main -> monument_scenes
4 Months Ago
Merge from audio_import_music_clips -> aux1
4 Months Ago
Merge from main -> hot_reload_unity
4 Months Ago
Fixed errors in blend4way-specular shader
4 Months Ago
Use existing asset name as the baseline when using asset browser rename flyout
4 Months Ago
Merge from main -> audio_import_music_clips
4 Months Ago
Add rename shortcut to asset browser
4 Months Ago
Merge from main
4 Months Ago
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4 Months Ago
Changed new surrender gesture description to "Warning: Will allow other players to view (but not modify) your inventory" to reflect the new belt locking change
4 Months Ago
Merge from main
4 Months Ago
Should fix uploded videos having no audio
4 Months Ago
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4 Months Ago
Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
4 Months Ago
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
4 Months Ago
Fixed incorrect material on Lod2 of part of the powerline platform ramps Convert some parts of the powerline platform into MeshLOD Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor) Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km
4 Months Ago
4 Months Ago
Leaderboard backup, run #12319
4 Months Ago
Further tweaks & fix candidate for underwater torch.
4 Months Ago
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4 Months Ago
Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
4 Months Ago
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
4 Months Ago
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume While standing in a prevent building volume the IO sockets of entities will no longer appear Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
4 Months Ago
Fix ping estimation tooltip not working on browser
4 Months Ago
Merge from gesture_cancel_fix
4 Months Ago
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
4 Months Ago
CastBoxSingle
4 Months Ago
Slight adjustment to motorbike rear wheel position - get the rear wheel to visually sit right on the ground
4 Months Ago
Fixed certain biome post sometimes overriding water post and darkening it too much. Further tweaks to help the underwater torch work with the new attenuation.
4 Months Ago
Destroy hull after adding it to hull shape, shapes no longer own the hull
4 Months Ago
Deep copy rubikon hull to izabu hull Should collide callback is backwards, woops Fix StepUpdateManaged not accessing active bodies, woops
4 Months Ago
AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list Comment out all cast functions so we can compile Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd