242,400 Commits over 3,867 Days - 2.61cph!

52 Days Ago
Merge main -> SpawnMargins
52 Days Ago
Added server.allowUndergroundNetworkGroups replicated convar to control the new underground groups behaviour, enabled by default Should not be modified at runtime, set it on startup
52 Days Ago
Added killallplayers server convar. Kills any human players who are not in god mode.
52 Days Ago
Added espcanvas.UseRandomTeamColours convar, will render the nametag of teams with a random colour (requires espcanvas.ColourCodeTeams to be true) Uses a selection of 49 colours based on the team id, if more than 49 unique teams are on the server then colours will start repeating
52 Days Ago
merge from wallpaper
52 Days Ago
Fixed BuildingBlock.CanSeeWallpaperSocket NRE
52 Days Ago
merge from digitalclock
52 Days Ago
merge from wallpaper - nre fix
52 Days Ago
merge from helicopter_orbitstate_nre
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merge from gco
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merge from workshopeditor_improvements
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52 Days Ago
merge from pingwarning_fix
52 Days Ago
Can select Skin in Avatar Menu again. Resolves Facepunch/sbox-issues#6310
52 Days Ago
balance, submit score leaderboard adjust menu card hover bounds
52 Days Ago
Fixed loading screen ping warning formatting
52 Days Ago
Made it not loop indefinitely.
52 Days Ago
Creating a Prefab Variable will default to the name of the variable you're linking. Resolves Facepunch/sbox-issues#6364
52 Days Ago
Ported the ammo models from the other branch. 3rd person reload FX with new IK fixer.
52 Days Ago
Rock_formation_huge Created all variants, LODs, colliders, prefabs and baked LODs
52 Days Ago
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52 Days Ago
bucket scale fix
52 Days Ago
Increase connection pool Optimize dbcontext in find Make reading news less offensive on mobile
52 Days Ago
merge from main
52 Days Ago
Have wolves eat corpses and meat Fix wolves thinking they already finished moving instead of waiting for the async path request result
52 Days Ago
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
52 Days Ago
Update .gitignore Pull Request: util.Timer additions TIMER:Start() default first argument to 0 Added TIMER:GetElaspedTime() game.CleanUpMap() clientside now clears beams and temp ents Fix VBSP being unable to find sub instances in subfolders Prevent crashes with wireframe model rendering and high vert models
52 Days Ago
Live preview test Live preview cleanup, fade https://files.facepunch.com/alexguthrie/1b0511b1/NVIDIA_Overlay_6A9K6s7Uiv.mp4 LivePreview fixes Search widget Get rid of live preview, not a good idea right now
52 Days Ago
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52 Days Ago
Fix perfomance validation warning on depth_only shader, it never produces output from PS, any operations from ps for translucents are clip or discard, D_WRITE_DEPTH_MASKS is never used Strip D_WRITE_DEPTH_MASKS from the rest
52 Days Ago
Update .gitignore
52 Days Ago
bucket paint leak repetition fix
52 Days Ago
bucket dented normals
52 Days Ago
dented normals on bucket
52 Days Ago
Add paint bucket to map
52 Days Ago
More forgiving ledge grab threshold
52 Days Ago
Update: Switch to Dynamic measurements for Pool perf tests - Also moved the tests into it's own nested class since there'll be more in the future. Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes. Tests: ran the pool perf tests, results line up with previous
52 Days Ago
Skin bundle update
52 Days Ago
No more one-frame lag for ledge detection/movement
52 Days Ago
Remove debug draw
52 Days Ago
No air dash, double jump when holding ledge
52 Days Ago
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52 Days Ago
Only allow grabbing ledges
52 Days Ago
De/serialize missing mixer settings, disable spatialization on Music/UI mixers by default again, Facepunch/sbox-issues#6092
52 Days Ago
Bugfix: Avoid perf degradation with many small Perf Test iterations Was caused by aggressive GC invocation, which I just ripped out - there's a better alternatives if it's truly needed. Tests: Ran the Pool bench tests, execution time went down from 3m to 3-5s
52 Days Ago
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger - Simple BitArray for static, brute-force through dynamics due to tiny count - train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
52 Days Ago
Backport some ledge climbing, you can climb up anything right now
52 Days Ago
Bugfix: Avoid tracking allocations from Setup/Cleanup This fixes the bug that was invalidating measurement tracking. That said, this causes a perf regression because ExecuteSingleIteration is slow - will fix in next CL. Tests: Observed a reduction in allocation calls for Pool perf test (but not to 0, as it's picking up allocations from GC.Collect)
52 Days Ago
New: Adding PoolTests allocation perf test Estimates the allocation speed compared to basic heap alloc when we have full capacity available. This is just for perf testing package validation(revealed 2 bugs). Tests: ran it and validated results in the Test Report window