242,314 Commits over 3,867 Days - 2.61cph!

22 Days Ago
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
22 Days Ago
Update: enable sound pooling by default If something goes derp, can be disabled via audio.enablesoundpooling 0 Tests: was explicitly enabled over last 3 days while running all recent changes
22 Days Ago
Stopped icesheets from spawning around lakes
22 Days Ago
22 Days Ago
Fix side effects from serializing exposed properties
22 Days Ago
Merge: from main Tests: ran around on craggy with logs
22 Days Ago
Added Burnt Trees Enemies now deal contact damage, swinging their held weapon if they have one
22 Days Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
22 Days Ago
Bugfix: don't leak looping sounds when quick-switching It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player. Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
22 Days Ago
Add FPS mode, so you can see what the weapon looks like from first-person Reset jiggle state when we swap from first-person to third, add toggle button to gunsmith, adjust angles
22 Days Ago
removed debug logs
22 Days Ago
Smoothed vendor entry and exit to spline
22 Days Ago
Added Sandstone and Sandstone Ores Added Ice and Ice Rocks Updated Rock Item Drop to differentiate it from the Tile
22 Days Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
22 Days Ago
Update: SoundManager pools internal lists The pooling effect is minimal, but it achieves 2 small improvements: - we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code - audio.printsounds no longer reports 0 active sounds per definintion Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
22 Days Ago
Disable arms now that gunsmith weapons just use the pure view model prefab
22 Days Ago
Refactor
22 Days Ago
New stat collection
22 Days Ago
Health + Damage effect Cube reset buttons
22 Days Ago
Update: microphone drops any sounds it has accumulated on destroy Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
22 Days Ago
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable) Tests: none, trivial change (same type of changes as previous)
22 Days Ago
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22 Days Ago
Api update Fix triggerteleport NRE
22 Days Ago
Update: modular car's engine drops all sound resources on disable Tests: blew up a modular car
22 Days Ago
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22 Days Ago
Move project cookies to .sbox/ Move asset thumbnails to .sbox/ Fix some cloud package thumbnails getting unnecessarily downloaded Stick cloud/local asset thumbnail cache on different paths so these can't conflict
22 Days Ago
Update: AmbianceWaveSounds recycles sounds on disable Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.
22 Days Ago
Add GameObject.GetLocalBounds() Add GameObject.WorldTransform, WorldPosition, WorldRotation, WorldScale Add Component.WorldTransform, WorldScale, WorldPosition, WorldRotation Mark Transform.LocalPosition, LocalScale, LocalRotation, Scale obsolete Mark .Transform.Rotation obsolete now .WorldRotation Mark .Transform.Position obsolete, now WorldPosition
22 Days Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
22 Days Ago
Leaderboard backup, run #14380
22 Days Ago
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
22 Days Ago
scrap hover text pick up items remove RotationController
23 Days Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
23 Days Ago
Fix Molotov not spawning fire nodes. When a node is extinguished, give some time for its particle emitters to die nicely. Add new fire effects stolen and tweaked from Walker.
23 Days Ago
Remove the mention of floating bottles on the load screen tips
23 Days Ago
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
23 Days Ago
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23 Days Ago
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23 Days Ago
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23 Days Ago
▇█▉█▇ ▉█▊▄ ▋▋▍█
23 Days Ago
Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
23 Days Ago
Check if the last placement error is null or empty before sending it Fix attempt for the occasional empty error toast sent by the server
23 Days Ago
Prevent processing any snapshot information from an old owner. Ensure interpolation clear flag is sent when dropping ownership and interpolation is cleared when ownership is changed at all. This resolves a lot of issues in Walker when picking up / dropping / throwing objects.
23 Days Ago
Add `download_demo` command to download list of demo chunks and extract player demos from them - expects a JSON object containing list of files & users to extract from the downloaded chunks
23 Days Ago
Added siege tower Baseline, prefabs
23 Days Ago
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
23 Days Ago
Merge from main -> full_server_demo_client_reader
23 Days Ago
Fixed Tree Spawns Fix Grass Spawns
23 Days Ago
gun barrel pos shotgun selection box more selection
23 Days Ago
Camera tweaks