242,358 Commits over 3,867 Days - 2.61cph!

34 Days Ago
Revert "Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check" This reverts commit e08435cdc7b5412e81fa752af22c2eb35b48ce4c. Revert "Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes" This reverts commit 858eebcfd1e95eb0cd13cbf32043d39d8a4622b1.
34 Days Ago
Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check
34 Days Ago
Fix GameObject.NetworkSpawn(null) spawning as host instead of spawning with no owner. Fixes a few games.
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Fix wolves not properly following players carrying fire
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Allow removing keys from bb component
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Fix wolves stopping right in front of players without attacking sometimes
34 Days Ago
GameTransform.DisableInterpolation is a static, remove AddToInterpolationSystem + RemoveFromInterpolationSystem Reduce HashSetEx initial size Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes
35 Days Ago
Test HashSetEx with iteration counter and deferred changes Fix NRE in UndoGameObject
35 Days Ago
Leaderboard backup, run #14116
35 Days Ago
Lets try this "real" ConcurrentHashSet to see if it matches the performance of the old BufferedHashSet. I have a feeling we're going to be better off special casing the collections for our updates to maximize perf
35 Days Ago
NPC Conductor Bankle - Idle anims
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Bricks and t issue box texture and mesh setup
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Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
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Fix "path cannot be empty" when opening object menu
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merge from main
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radioactive_water -> world_update_2
35 Days Ago
Attempt to fix an incorrect GUID error
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Ensured belt and main inventory on the player do the correct checks. A container filled or refilled in inventory should now correctly notify the rad check system.
35 Days Ago
Since BufferedHashSet is more expensive now, lets try to avoid it where we don't need the concurrency
35 Days Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
35 Days Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
35 Days Ago
Don't repeat NetworkSpawn logic, filter down to one function
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Network the GameObject enabled status
35 Days Ago
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing) You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging Fix wolves charging despite fire in some circumstances
35 Days Ago
Fix wolves not playing growl anim anymore when startled by fire (regression) Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
35 Days Ago
Add ISceneLoadingEvents - Allows listening to events related to scene loading and creating loading tasks Add Game.TakeScreenshot ComponentFlags.NotSaved is ignored when networking Move ShouldSave logic to SerializeOptions
35 Days Ago
Adding OnUpdate etc will refresh directory on hotload - avoiding the need to stop and start the game for them to start working Change BufferedHashSet to use a ConcurrentDictionary under the hood This hopefully fixes issues occurring when iterating multiple times, inside itself, and Count not changing until iterating. We should rename this to ConcurrentHashSet at some point. Make objectindex a BufferedHashSet so Scene.GetAll<T> doesn't suffer from modified while iterating Add GameObjectSystem<T>
35 Days Ago
Fix Custom Cursors not being cleared when returning to S&box Main Menu.
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Fix wolves making crazy leaps onto player rooves or at players on top of ladders
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slighting up the player up
35 Days Ago
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
35 Days Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
35 Days Ago
GameObjectSystems can implement scene events * Replace Scene.GetAllComponents<T> with Scene.GetAll<T> * GameObjectSystems can implement scene events (Scene.RunEvent<T>) * GameObjectSystems can implement INetworkListener
36 Days Ago
Leaderboard backup, run #14092
36 Days Ago
Fixed joint sets linear angular spring maximum force to float max, this is the default, not zero
36 Days Ago
Fix prop gibs not making use of placementOrigin attachment when it exists, causing some gibs to be spawning at incorrect origin https://files.facepunch.com/layla/1b2111b1/sbox-dev_LApwRRrbZ8.mp4
36 Days Ago
Conductor Bankle Model and Audio
36 Days Ago
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progress
36 Days Ago
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
36 Days Ago
Remove name cache that is not invalidated when renaming types Merge remote-tracking branch 'upstream/get-type-remove-cache'
36 Days Ago
WIP