242,359 Commits over 3,867 Days - 2.61cph!

37 Days Ago
Merge from fix_barricade_new_cliffs -> main
37 Days Ago
Bugfix: don't create and access a dangling Item when Pooling is enabled - at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events. Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
37 Days Ago
Fix wood barricades disabling magnet snapping when sprint is held - this was only intended for high walls as you are often sprinting during combat - allows you to easily snap together wooden barricades
37 Days Ago
add optional material override for foliage displacement strength (replacing vertex color)
37 Days Ago
Healing dart (just a test idea)
37 Days Ago
Added Filter Settings to Add Component Popup. Can hide base components. Resolves Facepunch/sbox-issues#6428 https://files.facepunch.com/CarsonKompon/2024/September/19_11-10-TransparentAmethystinepython.mp4
37 Days Ago
Merge from Frontier_HighCaliberRevolver
37 Days Ago
parented the new 1p bullet drop to something other than the gun
37 Days Ago
styling
37 Days Ago
Basic pause menu
37 Days Ago
Prefabs marked as `ShowInMenu` will actually show in menu without having to be in `templates/gameobject/` subfolder. If a Prefab is marked `ShowInMenu` then you can give it `DontBreakAsTemplate` so it maintains the prefab reference when created via the GameObject Menu. Resolves Facepunch/sbox-issues#6035
37 Days Ago
Fixed dropped cartridges having a mind of their own after landing on the ground. Fixed blurriness on them too.
37 Days Ago
Recent locations button Tweak styling, move current project to top of asset locations list https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_cY35ptbOcb.png
37 Days Ago
Show particle count like this so it doesn't show up as a prefab variable
37 Days Ago
Improved wooden barricades blocking other wooden barricades - split into different sized deploy volume for wooden barricades specifically - made the volume shorter and thinner - allows the magnet effect on the edges to draw together wooden barricades on a slope without them blocking eachother as much
37 Days Ago
Fix wooden barricades being difficult to place on the new cliffs - split deploy volumes: one for world layer and another for construction + vehicle + players - moved and shrunk world deploy volume so it doesn't intersect with cliffs as much
37 Days Ago
merge from watervisibilitygrid_fixes
37 Days Ago
Merge from ai_wolf_iteration
37 Days Ago
Mege from main
37 Days Ago
Catch possible NRE This isn't needed anymore Add .source2/ to gitignore template If package is on disk just use asset directly when dragging into scene
37 Days Ago
merge from maim
37 Days Ago
world_update_2 -> radioactive_water
37 Days Ago
merge from fix_raknet_end_sample -> main
37 Days Ago
WaterVisibilityGrid fixes - made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway - adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB) - slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary - added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
37 Days Ago
gizmo img
37 Days Ago
Fix missing EndSample() in Raknet.OnMessage
37 Days Ago
3rd person reloads with ammo type variants.
37 Days Ago
Added Dynamic FOV to the Camera, changing when player is running
37 Days Ago
Center on character when fully zoomed
37 Days Ago
Camera Zoom
37 Days Ago
Player has a Rigidbody so they can be pushed around now. Moving Platforms are awesome now :D
37 Days Ago
Add tags for platforms
37 Days Ago
Basic Moving Platform Support Better Moving Platform Support, allow for rotating platforms
37 Days Ago
disable serversideragdolls by default due to server stall/freeze
37 Days Ago
Update: adding a server "itemmanager.enablepooling" convar to control item pooling - starts off by default Item pooling is too unstable to not have a dynamic switch - already got bit 2 times by it. Who knows what other horrors are hiding out there. Tests: enabled after loading craggy, gave an ak - saw an uptick in pool.print_memory telemetry. disabled, despawned ak - no changes in telemetry.
37 Days Ago
Merge from main
37 Days Ago
Show active dart modifier effects. Separate tea/dart effect displays.
37 Days Ago
Rotating Platforms
37 Days Ago
WIP scene.run node
37 Days Ago
merge from world_update_2
37 Days Ago
merge from main
37 Days Ago
Merge: from main/item_pooling This fixers the NRE on server tick (and blocker for joining). Tests: loaded a save that consistently produced NREs - not anymore
37 Days Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
37 Days Ago
Expose MethodBinder Apply code style Add .git-blame-ignore-revs
37 Days Ago
38 Days Ago
Electric particle Adjust tone mapping Updated map
38 Days Ago
Add GetBoneTransforms and GetBoneVelocities to SkinnedModelRenderer Doesn't make a difference, but run ApplyStoredParameters here Add ModelPhysics.CopyBonesFrom( SkinnedModelRenderer ) Add Component.Invoke( seconds, action ) Add Renderer.CopyFrom( Renderer ) GameObject.Network.OwnerConnection becomes GameObject.Network.Owner
38 Days Ago
Add particle editor tool to debug playback in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_gymPdlXVD6.mp4
38 Days Ago
merge from world_update_2
38 Days Ago
Merge: from main Tests: none