224,796 Commits over 3,714 Days - 2.52cph!

Today
merge from main
Today
lr300 in hierarchy
Small Wood Box textures
Today
Weekly skins
Yesterday
Merged main into electricity_power_fixes/2/doorcontroller
Yesterday
Door controllers now pulseable like before by buttons or pressure pads to quickly open/close a door
Yesterday
Rename Hardware -> SystemInfo, add ProcessorCount
Yesterday
added pickaxe to ref models and to scene
Yesterday
weekly skins
Yesterday
Fixed door controller not deployable on shelter doors
Yesterday
VTEX_InitCreationDescFromHeader: check for nullptr
Yesterday
Can specify mixer, mixers process their child mixers Save mixerhandle using Name and Guid, so we can fallback if one changes Mixers can turn off specializing, distance attenuation, occlusion, air absorption Can change default mixer
Yesterday
Split CutoffSlope into CutoffSlopeInitial and CutoffSlopeRepeat
Yesterday
Tutorial hints + tutorial resource Spawn gizmo
Yesterday
split up smg to material id parts
Yesterday
Yesterday
Centre windows to screen/editor by default * Shift StartCentered property and logic out of Widget and into Window/BaseWindow, plus special cases fixes for splash and launcher * Prevent main editor window from attempting to centre on itself * code cleanup, improve comments * Rename SetPositionCentered -> Center
Yesterday
Fixed build errors Ignore .idea and .sln Update with working Sdf2DWorld functionality Cleanup Use new project structure Use new libpolygon API HideInEditor -> Hide Use WIP [Unicast] RPCs Use new RPC filtering API RPC filtering API change Dirty include facepunch.libpolygon Nicer display names for world component types Don't need SdfNetwork component type any more Fix triplanar hlsl Generate UVs / tangents for 3D SDFs, for non-triplanar materials (#26) https://files.facepunch.com/ziks/2024-05-03/sbox-dev_pV7DEZpr1B.png
Yesterday
Fix triplanar hlsl Generate UVs / tangents for 3D SDFs, for non-triplanar materials (#26) https://files.facepunch.com/ziks/2024-05-03/sbox-dev_pV7DEZpr1B.png
Yesterday
Further code tidying Improved wind directional response
Yesterday
Some interp fixes
Yesterday
merge from fix_eventrecord_pooling_error
Yesterday
merge from harbor_crane_flyhack_fix
Yesterday
merge from labs_crash_fix
Yesterday
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Yesterday
Validate shader descriptor bindings, refuse to load invalid shaders that will crash (shaders compiled with compiler bugs that were fixed)
Yesterday
set up materials on junkernaught ar
Yesterday
This weeks skins
Yesterday
merge from main
Yesterday
New sounds Hand collects a hash set of eligible grab points, and picks the closest one when gripping (fixes jank where you'd grip and nothing would happen) Mark Sync/Broadcast on some things in Weapon
Yesterday
Add brite, water, concrete dsps outside dsps More dsps
Yesterday
Rename SetPositionCentered -> Center
Yesterday
Added LaserPointer component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_dmbhFl6YT6.mp4) Implement point interactables. Not using animation, this turned out to be more work than necessary for now. https://files.facepunch.com/tony/1b0311b1/sbox.2024.05.03.08.43.17.mp4
Yesterday
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Yesterday
merge from HeadwrapStoreFix
Yesterday
merge from junkpile_collision_fix
Yesterday
merge from HelicopterPhysicsFix
Yesterday
Parent merge
Yesterday
Merge from main
Yesterday
Iteration
Yesterday
tickrate_cl and tickrate_sv are now replicated convars Enforcing sane min and max values for tickrate_cl and tickrate_sv
Yesterday
Backups
Yesterday
Merge from main
Leaderboard backup, run #11490
Yesterday
Increased default client tick rate from 20 to 32
Yesterday
Use RaycastCommands for LaserBeams as well, turns cost of laser beam updates from 0.2ms to 0.1ms in outpost
Yesterday
magnet crates networking fixes shadow networking blood clouds
Yesterday
Thicket car flatbed base colliders
Yesterday
Experiment: Use discrete collision on dropped items. Tends to work well apart from the teleporting through things...
Yesterday
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