182,614 Commits over 3,106 Days - 2.45cph!

8 Days Ago
Remove some unused game events
8 Days Ago
Completely rip out native networking for CDecalGameSystem, we handle all the networking now Hook up decal color to projected decal tint Decals can now be placed with a tint https://files.facepunch.com/layla/1b1811b1/sbox-dev_CiEtU9Pzke.png
9 Days Ago
Add softbody to transient scene models that have jiggle bones and filter step them so we can have jiggles in menu https://files.facepunch.com/layla/1b1711b1/sbox_0043.mp4
9 Days Ago
In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha
9 Days Ago
DrawSceneObject kind of do LODs properly
9 Days Ago
9 Days Ago
Fix some issues with switching to/from play mode Fix percent units not taking element scale into consideration
9 Days Ago
Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes
9 Days Ago
Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks
9 Days Ago
Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction
9 Days Ago
Add PhysicsWorld.Step to step simulation of transient worlds
9 Days Ago
Iterating to reduce billboard effect
9 Days Ago
remove shaders which don't exist from the compile list
9 Days Ago
Whoops, missed float3
9 Days Ago
Reintroduce some defines which were defined in bindless for some reason
9 Days Ago
Hopefully this is the last we need
9 Days Ago
Update Build-Shaders.bat
9 Days Ago
Update Build-Shaders.bat
9 Days Ago
resource system too
9 Days Ago
Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color
9 Days Ago
Looks like we also need rendersystemdx11
9 Days Ago
Add localize to our shader builder
9 Days Ago
remove all bindless bullshit from code
9 Days Ago
Remove bindless from all shaders, we don't even use this
9 Days Ago
recompile all base shaders so all the md5s match
9 Days Ago
Fix transforms on world panels https://files.facepunch.com/ognik/1b1711b1/sbox-dev_1f1xWJlEmr.jpg
9 Days Ago
rotate vec ui, bg tests Merge branch 'main' of sbox-2dtest player collision
9 Days Ago
Allow perspective origin to work in keyframes & transitions Do matrix multiplication the right way around for web Actual center perspective origin Fix css perspective https://files.facepunch.com/ognik/1b1711b1/sbox_gM0vNXHKVk.mp4
9 Days Ago
Repro for sbox-issues/issues/1812
9 Days Ago
Show text that the map is not compiled (right click menu)
9 Days Ago
Don't allow Play Map from Asset Manager if the map is not compiled https://files.facepunch.com/louie/1b1711b1/sbox_xVIWk9hLym.png
9 Days Ago
Added option to right click Play Map (only if compiled) https://files.facepunch.com/louie/1b1711b1/sbox_pgrvlRl4qJ.png
9 Days Ago
citizen_model.max: added selection sets for quicker LOD exports
9 Days Ago
Citizen: fixed FBX files using split per-vertex normals export This had no incidence on anything engine-side, but was very impractical for anyone who wanted to re-import the FBX files back into 3D software. Especially 3ds Max, which dealt with the files so catastrophically as to muster this sort of eldritch abomination, the likes of which I have never seen before in over 10 years of using Autodesk software: https://files.facepunch.com/maxlebled/1b1711b1/3dsmax_2022-09-16_21-14-28.mp4
9 Days Ago
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9 Days Ago
Fix align items stretch sizing elements larger/smaller than the container when the element is scaled
9 Days Ago
Added Game Setting for Friendly Fire
9 Days Ago
Remove old unsupported jiggle bone code (s1 era?) Remove my jiggle_bones_modelspace hack, fuck it
9 Days Ago
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10 Days Ago
Don't show warning that a FlexElement isn't marked as absolute if the element is the root object of a prefab
10 Days Ago
Animgraph: Add note box to splitter so it can be resized
10 Days Ago
Decreased AKM pitch variance
10 Days Ago
Updated AKM sound in resource
10 Days Ago
Fixed door prefabs having prop_static handles Fixed 2 more prefabs having prop_dynamic >prop_animated
10 Days Ago
Cover aim hint positions itself in the world Vaulting mechanic rewritten, will now test the next position and stop if we're going to get stuck
10 Days Ago
Fixed Door prefabs using props_dynamic > prop_animated
10 Days Ago
Citizen skinning/tech update; unified both .max files back into a single one, fixes to morph shapes and other misc. things
10 Days Ago
Citizen: a batch of technical updates - Updated all skinning to fix just about everything that had come to bother me in the past 12 months of posing & animating this character model - Fixed a very small seam between the head and the torso caused by... honestly, some really hellish crap - Fixed some vertices on the head having incorrectly shaded normals, especially when morphs are active - Improved ragdoll settings - Other various misc. fixes
10 Days Ago
Fixed entity think functions not running Added AnimatedEntity.AnimateOnServer Added AnimatedMapEntity as replacement for prop_dynamic Minor cleanups Delete prop_dynamic Added a bunch of new inputs to prop_animated