223,373 Commits over 3,684 Days - 2.53cph!

27 Minutes Ago
Update .gitignore Basic checkpoints
41 Minutes Ago
Fix hlsl antlr grammar 🙄 Fixes Facepunch/sbox-issues#5382
43 Minutes Ago
Shield effects tint based on its current power
52 Minutes Ago
Stop sound handle when stopping or disposing music player
53 Minutes Ago
Use controller color for player's world panel
1 Hour Ago
Merge from unity_2022.3.24
1 Hour Ago
BaseCombatEntity.Hurt uses pooling for HitInfo
1 Hour Ago
▄█▇▍▍▇ ▄█▍▊ ▅▌█▇▉▇▆▌█▋_▉▇▇▋▄▆_█▍▄▄▍▅▌_█▉█
1 Hour Ago
merge from qol_rotate_vending_machine
1 Hour Ago
merge from tutorial_gun_unlock
1 Hour Ago
merge from mission_improvements_may_24
1 Hour Ago
restore 96033 mission_improvements_may_24
1 Hour Ago
Add Rick's spaceship model
1 Hour Ago
Fixed bullets colliding with dead players, collision problems w/ players
1 Hour Ago
Don't show health bar if at max
1 Hour Ago
This all sucks but pushing it to have it as back up
1 Hour Ago
Add ability to scope input hints https://files.facepunch.com/devultj/1b1811b1/sbox-dev_05o2cfn6aa.png
2 Hours Ago
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
2 Hours Ago
Compile fix
2 Hours Ago
Reduce parallel cubemap updates on load, we allocate a new lightbinner for each new parallel view and each of them allocates a lot of new GPU buffers when they should be shared, I'll revisit this after shadowcache
3 Hours Ago
Item / ItemManager use pooling
3 Hours Ago
Remove zones
3 Hours Ago
Add player damage FX, health bar
3 Hours Ago
subtract mission_improvements_may_24 - compile fix
3 Hours Ago
Remove all atlas downsampling bullshit, not even being used Backport shadowcache from CS2
3 Hours Ago
merge from mission_improvements_may_24
3 Hours Ago
merge from ai_zone_leak
3 Hours Ago
Use assets folder when collecting files for manifest Don't add asset browser node for projects without assets Don't collect assets from projects with no assets folder Don't save the project list in editor, only save the project list when adding from launcher Fix ProjectSettings path resolution, rename Project.Path to Project.ConfigFilePath Error fix
3 Hours Ago
merge from minigun_fixes_may_24
3 Hours Ago
▅▆▊██ ▄▊▌▇ ▌▊█▍█_▌▆█▌_▌▊▋▅▌▇▍▋
3 Hours Ago
Added profiling and stat command to investigate potential zone leaking.
3 Hours Ago
▄▊▆▄▉ ▆▋▌▅ ▅▅▌▊_▇█▄▉▊▋▌█▊█_▊▋▉▋_▋▊▉█▄▉_▌▉█▇▄_▍▇▅▋
3 Hours Ago
Add TryUnstuck to Player movement
3 Hours Ago
merge from patrol_helicopter_health_reset
3 Hours Ago
Moved Editor folder, updated .gitignore to reflect new changes
4 Hours Ago
Eliminated BaseCombatEntity.Hurt GC alloc
4 Hours Ago
Fixed BaseProjectile.DelayedModsChanged profiler sample mismatch
4 Hours Ago
Content > Assets
4 Hours Ago
some walkways set model fixes (sg's, holes) better staircases for radtown storage building large s2p
5 Hours Ago
GPU Shadow Culling (#1523) --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
5 Hours Ago
Remove all atlas downsampling bullshit, not even being used Was accidentally creating new lightbinner (without light info I needed too) every frame :S CSceneSystem::GetLightBinnerStandard() is "FindOrCreate" while from CSceneView actually gets the actual one GPU Shadow Culling POC: Don't render shadows that are not visible by GPU depth bounds sc_show_rejected_lights enum support for VFX HLSL We dropped DX11 support so we can support it without a worry microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017 r_gpu_shadow_culling cvar, parallelize static light visibility tests Cone intersection for tiled light culling Bloat cones a wee bit, still do sphere culling for point lights Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights https://i.imgur.com/JwxhgOJ.png Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled Cast shadows of non culled lights, not culled lights.. wtf? Only debug draw actual shadow casters, add spot light debug drawer Fix debug views for dynamic lights, update comments
6 Hours Ago
Fix debug views for dynamic lights, update comments
6 Hours Ago
Leaderboard backup, run #11130
Today
▌▅▌█▅▋ ▇▌▊ ▋▇▉ ▇▅▄▉▉▅█▆ ▌▋██▉▋ ▇▇▇ - ▌▍▍▋▉▇▍ █▌▌ █▍▇▅▋▅▌▇ ▍▆▄▆ ▇▋ ▄▊▄▊ ▇▌ ▇▇▄ █▋▋█▋▌▋▅ ▄▊▇▍▆█▉ ▋▇▋██▄ ▇▊ ▊▅ ▋ ▌▆▆▄▍█▄▍▍▇▄▋▄▉▆▅▍▉▄ ▌▋ ▅▉▍▄▅▍ ▍▄'▅▅ ▄▆▄▍ ▉▍▄▋▌▌▆ ▉▅▋▊▊▍▅▌ ▇▅▉▇▍▊▋▆▄▋▉ ▄▍▋▆▍█▍▉ ▊▆▍▋▅▍█ ▊▇▆ ▇█▍▌ ▅▌▍█▍▅▇▋▊ - ▄▍ ▇▋▇ ▌▍▌▆▊██▊ █▇██ █▄█ ▄▊▇▉ ▆▌ ▍▆██▌▆▍ ▉▌▋ ▌▅▅▋▇█▅▋ ▉▇█ ▇▊▄▉▊▆ ▇▉▇▊ ▌█▉▌▊▇▋ ▌▅▉▅▉▉▊▆▆▆▄ ▊▉▉▍▍▇ ▉▊ ▇▍ ▅ ▍▉▍▉▅▄
Today
Fix target detection triggers for turrets on nexus ferry being very far away from the turrets
Today
Fix foundation not replacable under a roof - ensure foundation can't be placed clipping into roofs https://files.facepunch.com/jakerich/DiEvbg8FtDsQvCkQ/ZXt1WMKFWMUmUu0d.png https://files.facepunch.com/jakerich/ba6PAFGqdbJdQgs8/xFa89R274Dbx7H8o.png
Today
Fixed reload option when selecting a minigun in the inventory not translating properly
Today
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
Today
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?
Today
S2P both stables and fishing villages