238,093 Commits over 3,837 Days - 2.59cph!

50 Days Ago
wire material setup and thickness
50 Days Ago
Fixed distance early out AO (distance black) ditto Merge branch 'master' of sbox
50 Days Ago
tincanwire mat and materials (need to work out uvs)
50 Days Ago
Hook up File -> Open Scene (Resolve TODO)
50 Days Ago
Radtown S2P
50 Days Ago
Merge from main
50 Days Ago
Various lighting related prefab stuff. Road cone transmission texture.
50 Days Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
50 Days Ago
Add some structure to wolf behaviour code
50 Days Ago
Rollback ENT.PhysicsSolidMask for now
50 Days Ago
Rollback ENT.PhysicsSolidMask for now
50 Days Ago
Wire deployable on the Deployed layers
50 Days Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
50 Days Ago
Fix clients getting stuck during loading after changelevel Experimental: Do not close srcds on modelprecache overflow, just use error models Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value New TF2 map icons
50 Days Ago
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50 Days Ago
Experimental: Do not close srcds on modelprecache overflow, just use error models New TF2 map icons Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value
50 Days Ago
Chunk size test
50 Days Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
50 Days Ago
Tin can alarm art implemented
50 Days Ago
Particle system optimzations
50 Days Ago
deploy model for tin can alarm
50 Days Ago
split off cans with their own pivot
50 Days Ago
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again Make SSR reconstruction ghosting less apparent
50 Days Ago
Merge from main
50 Days Ago
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
50 Days Ago
tin can alarm art, lods, gibs, art prefab setup
50 Days Ago
Seperated parenting volumes for above and below
50 Days Ago
Fix for edges against distance objects (i) do not apply AO on distant pixels (eg. skybox) (ii) when calculating ao, any sampled pixel that is too distant will be rejected as a contributor to AO Merge branch 'master' of sbox
50 Days Ago
Detangle all this from Cubemapper, make it able to render inline rather than on a render block Redo update strategies from envmapprobe, much simpler, works everywhere now Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
50 Days Ago
PerformanceStats.Timings lockless
50 Days Ago
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
50 Days Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
50 Days Ago
merge from main
50 Days Ago
Make prefab variables section of heirarchy resizable, Facepunch/sbox-issues#5726
50 Days Ago
No footsteps when dead
50 Days Ago
Don't need this
50 Days Ago
Fix throw bug
50 Days Ago
Move some scripts into new folders Fix some Player networking issues Player and other Entities no longer run OnFixedUpdate when Map is generating Created EndFloorTrigger and prefab. Goes to next floor when all players are standing on it. Add EndFloorTrigger to each boss room prefab Going to next floor loads new scene and connected clients retake appropriate players Fix re-connected player sometimes spawning with a 2nd gun
50 Days Ago
Remove extra camera from tdm_test scene
50 Days Ago
Update: Constraining Pool.Free - Step 2 * Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads * Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL) * Changed StreamBuffer overload to be a FreeUnmanaged overload Tests: built all targets in unity
50 Days Ago
Merge main
50 Days Ago
Remove SceneObject.GetSceneWorld() Remove SceneObject_UpdateRayTraceTransform Instead of updating SceneObject RayTrace's every time they move, lets mark them dirty and update them when the raytrace is actually used (which is probably never)
50 Days Ago
Lowered vehicle parenting volume
50 Days Ago
Don't cause a rebuild for mesh component when transform chances when scene is not editor
50 Days Ago
merge from Blend4Way double sided
50 Days Ago
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
50 Days Ago
Remove hack from mesh component that is stopping hulls from being kinematic
50 Days Ago
Stop launcher from undoing editor prefs changes when kept open, fixes Facepunch/sbox-issues#5857, Facepunch/sbox-issues#5825 (Cookie containers will now process/accept new changes on disk before writing)
50 Days Ago
Leaderboard backup, run #12565
50 Days Ago
rock formation prefabs (sea) radius and fade improvements