242,347 Commits over 3,867 Days - 2.61cph!

30 Days Ago
Update conflicting prefab id on br_sphere prefab Manifest
30 Days Ago
merge from fix_barricade_snapping -> world_update_2
30 Days Ago
Fix socket mods not working after Construction.Placement was refactored from class to struct - showed up as high walls and barricades not snapping
30 Days Ago
Remove some Logs
30 Days Ago
Update SpriteTools Update all Tile Dictionaries to use Vectors as the key instead of parsing to/from strings now that we actually can. Updated SpriteTools Add Dig Tiles to Tileset, add Digging functionality to WorldManager. Created PreviewItem so items have Generated Thumbnails Created Shovel Holdable which digs up earth, regenerating after a random time. Dig Tiles now properly save to the world. Optimized world saves in the process
30 Days Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
30 Days Ago
Human/citizen: more "prefabization" & poor man's RBF backport to Citizen
30 Days Ago
Added TilesetComponent.GetLayerFromName and TilesetComponent.GetLayerFromIndex
30 Days Ago
Add new panels that can be parented by community UI - all panels are scaled by uiscale Names - Inventory - Crafting - Contacts - Clans - TechTree - Map
30 Days Ago
Added proper documentation to TilesetComponent, made a few things internal and changed some terminology. JsonUpgraders to ensure everyones stuff still works Updated example files
31 Days Ago
TreeView nodes do not call OnItemActivate when double clicking the expand/collapse button Fixes Facepunch/sbox-issues#6487
31 Days Ago
Allowed foliage to spawn on cliff topology to fix blank gaps in between cliffs
31 Days Ago
Custom height map colliders for all cliffs (this should fix floating foliage issue)
31 Days Ago
Underwater light extinction fix test
31 Days Ago
merge from main
31 Days Ago
merge from world_update_2
31 Days Ago
Fix a dumb mistake
31 Days Ago
Reimported cliff_tall_d
31 Days Ago
radtown music missing files
31 Days Ago
radtown music
31 Days Ago
junkpile_water and oceanwreckbuoys seaweed dressing
31 Days Ago
Add ReadAsPropertyName/WriteAsPropertyName to all Vector2/3/4/Int JsonConverters. This means Vectors will be serialized properly when used as Keys in a Dictionary.
31 Days Ago
Fix Json error
31 Days Ago
Give titles to windows build scripts, so I know what's running Merged ghostanim.mdl and blackout.mdl Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1 Episodic Poison Zombie model with fixed animation events Advisor episodic model hack The models are too different to be merged, so we swap the ep2 one in, on spawn
31 Days Ago
Try / catch around new node types in FindAllReflectionNodeTypes
31 Days Ago
merge from main
31 Days Ago
Update existing refs in GameResources when updating package Normal GameResource processor uses versioned idents too Consistently sort reference lists alphabetically so diffs aren't so mental to read Only update references inside project assets folder Avoid walking into a LoadResource exception, we don't really care that much Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs Show remote/latest version info, incl version id, in PackagePopup
31 Days Ago
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31 Days Ago
Optim: Send trees in batches over multiple frames to avoid spike on player connection This is experimental, but it seems stable initially. On 4.5k procgen world from a save it took 90ms(very rough numbers, including client-side spawning overhead) in total to send all trees, but each frame 1 player took on average 0.2ms to gather & send data. Also need to fix a bunch of bugs Tests: Ran craggy in local editor session - no exceptions.
31 Days Ago
GameObject.Deserialize removes existing components not included in serialization when in editor Disable components when breaking apart a disabled prop. Don't recreate prop components when changing tint etc, only model change needs to
31 Days Ago
Fix action graph node list not showing new members after hotload Allow creating instances of simple user types in action graph ```csharp public record ExampleRecord( int Foo, string Bar ); ``` https://files.facepunch.com/ziks/2024-09-25/sbox-dev_PyZRMaMzAu.png
31 Days Ago
sbox.game browser -> cloud browser Fix chips height based on whether there are / aren't any Cloud list view https://files.facepunch.com/alexguthrie/1b2511b1/sbox-dev_PP05UtzRQT.png
31 Days Ago
TextRenderer exposes BlendMode Fixed ScreenPanel not keeping screen dpi in bind when scaling down It's fine to call NetworkSpawn multiple times, just ignore it Wrap GameObjectSystem's init in a Scene.Push
31 Days Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
31 Days Ago
Don't allow wall slide on same wall
31 Days Ago
Cloud chips Fixes Accumulate tags https://files.facepunch.com/alexguthrie/1b2511b1/sbox-dev_a9UaWWMIeH.mp4 Remove cloud from asset locations
31 Days Ago
world_update_2 -> Aux2
31 Days Ago
radioactive_water -> world_update_2
31 Days Ago
Interpolate pan, move center on hero logic to camera
31 Days Ago
Water purifier no longer purifies radioactive water
31 Days Ago
Adjusted hill cliffs anchors to fix a gap Pushed all hill cliffs slightly deeper to prevent similar issues
31 Days Ago
Ensure throwing out water forces a rad count on the vessel
31 Days Ago
Wall Slide + Jump
31 Days Ago
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31 Days Ago
Fix new instance node title
31 Days Ago
31 Days Ago
Fixed corrupted Cliff_tall_d_diff texture
31 Days Ago
Fix relaxed resolved method comparison Add NewInstance node
31 Days Ago
31 Days Ago
Use EditorTypeLibrary for Hammer PrimitiveBuilders (bonus: you can define these in your own editor libraries too) Fixes Facepunch/sbox-issues#6499