244,583 Commits over 3,898 Days - 2.61cph!

6 Months Ago
Various material, PFX and lighting perf optimizations. New firing, traversal & damage FX. Texture tweaks; Got rid of the Desert Storm Coalition markings. Less noisy bare metal scratches and stuff.
6 Months Ago
Possible fix for parented players getting teleported far off the vehicle after a nexus transfer and probably getting killed Might have only affected players with admin permission because antihack should have prevented it
6 Months Ago
Remove redundant player rotation set after swapping a passenger to the driver seat Add some code to dump nexus transfer requests to a file as JSON
6 Months Ago
Fix #SERVER error
6 Months Ago
merge from main -> analytics_server_profling
6 Months Ago
v_m4a1: copy non-shared mode selector weightlists from MP5
6 Months Ago
v_trenchknife: asset.party metadata v_m4a1: make temp reused MP5 reload slightly less janky by making it additive at runtime
6 Months Ago
Allow barricades to decay the same speed indoors or outdoors - barricades still won't decay when inside building privledge
6 Months Ago
Can override deploy tickrate for entities with faster decay rates - set decay tickrate of barricades from 10min -> 1min
6 Months Ago
Do not show IOEntity UI information panel for generic IO type items (fixes signs and frame showing power usage 0)
6 Months Ago
Fixed some bugs
6 Months Ago
Added attachments, and slots to outpost/bandit marketplaces icons
6 Months Ago
Change decay of all 4 barricades to 15 minutes
6 Months Ago
v_m4a1: viewmodel setup + animgraph (beware of temporary jank) https://files.facepunch.com/maxlebled/1b2411b1/sbox-dev_2024-05-24_20-01-02.png
6 Months Ago
more track piece source file updates
6 Months Ago
track piece source file updates
6 Months Ago
revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing
6 Months Ago
Use existing `PreventBuildingMonumentTag` to detect what `prevent_building` volumes are attached to monuments & convert them to flags that DeployVolume understands - manually search for `MonumentInfo` in the editor since the prefab scenes don't have components added by S2P
6 Months Ago
Stone barricade protection value didn't save
6 Months Ago
merge from fix_ping_estimation_lag_spikes
6 Months Ago
merge from optimize_sqlite_fastmode
6 Months Ago
merge from optimize_sam_site_air_vehicles
6 Months Ago
merge from horse_ragdoll_material_fix
6 Months Ago
merge from mediumbattery_size
6 Months Ago
Allow horses to be able to walk backwards at half the speed of normal walking
6 Months Ago
Ghosts fade out over time Get rid of logging in Projectile
6 Months Ago
Display an error in console when addon file list has failed to be read completely Removing dead/redundant code from SENTs
6 Months Ago
Fixed escape sound from triggering at the start of the next level
6 Months Ago
Make sure we only load skybox if it uses a sky shader, CSkyBoxObjectDesc expects a static input layout and causes validation errors if anything else is assigned, this also makes sure you can only select skybox materials
6 Months Ago
player update. Exported 3p military flame thrower anim set and set up in unity
6 Months Ago
Allow barricades to be placed anywhere in monuments - melee damaged increase against barricades: same damage as normal deployables - bullet & explosive damage against barricades stays the same as before - split building volumes of barricades and bypass "prevent_building" tagged with monument
6 Months Ago
Possible fix for #7
6 Months Ago
Use string builder instead Publish attachments list to tooltip https://files.facepunch.com/ianhenderson/1b2411b1/Unity_91TpvFeD1c.mp4
6 Months Ago
Removed manual controls
6 Months Ago
Fixed #4 Fixed #2, #6
6 Months Ago
sound.Generate now accepts table of samples, or direct binary data as a string The table input should have float values from -1 to 1 (index starting with 1), and is about 4 times faster than using a function string input must be raw 16bit sound data (each sample is a signed short), and is much faster than the 2 other methods. EmitSound handles registered sounds a bit better clientside You could, and still can add `.wav` to the end of the registered sounds to make them work with EmitSound, which is still useful for serverside, but clientside this is no longer necessary. Added optional argument to sound.Generate - loopStart (sample ID)
6 Months Ago
Fixed bug causing attachments to not be registered
6 Months Ago
Added profiling
6 Months Ago
Refresh sell order stock no longer frees attachment list
6 Months Ago
Fixed ground watch and colliders
6 Months Ago
Fixed gibs scale
6 Months Ago
Deploy sound, placement tweaks and guide mesh scale
6 Months Ago
lod and prefab setup for corrugated sheets and radtown shed.
6 Months Ago
Item icon
6 Months Ago
Quick cleanup
6 Months Ago
Now forward attachments on shop listings over the network Added slots to map vendor
6 Months Ago
Art implementation, blinking light behaviour
6 Months Ago
More wip anim/wm/vm code
6 Months Ago
Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size
6 Months Ago
Cleanup Update example Contain frame state inside a struct, nice and clean TextureSubmitInfo: remove bounds info Better render target size management Wait for fences on every submit