257,390 Commits over 4,018 Days - 2.67cph!

Today
merge from main
Today
Build unique vertices for models to make use of index buffer
Leaderboard backup, run #18653
Yesterday
orbiter shield orbiter shield perk orbiter lens perk, etc fix perk display text issue handle removing certain perks fps camera fov interaction perk remove floater
Yesterday
data room art updates
Yesterday
Dispose active sound handles on app exit, fixes annoying refcount assert
Yesterday
light tweaks
Yesterday
v_recoillessrifle: VMDL & animgraph setup
Yesterday
Merge from jungle_update (better croc underwater behaviours)
Yesterday
- Have crocs properly dive to reach underwater players - Increase croc acceleration when in water - Increase tracking of underwater attack to avoid disconnected hits that feel unfair
Yesterday
Have swimming agents like the croc, project target locations to the sea floor before pathfinding
Yesterday
Add collision mesh to models so they can be selected in editor
Yesterday
When sampling around AI, use agent position instead of transform, as for croc agent can be on the sea floor while entity is on the surface, causing samples to fail
Yesterday
Add ModelBuilder.WithName so that mounted procedural models have correct path
Yesterday
Fix div by zero in crowd simulation
Yesterday
Fixed server sending repair blocked errors in english instead of using the client language
Yesterday
merge from softcore_update
Yesterday
merge from main
2 Days Ago
Fix material preview when dragging materials from the asset browser. Material application no longer outlive the preview. Fix being unable to undo changes. https://files.facepunch.com/lolleko/2025/March/29_09-45-AnxiousMangabey.mp4 Fixes sbox-issues/issues/7578
2 Days Ago
Mount tree-node works Fix generic icon error
Leaderboard backup, run #18629
2 Days Ago
multiple asset tweaks airduct kit material adjustment bulkhead + industrial strip light added tint masks recompiled couple metal trim mats to fix compression issues toggle tint masks for vert paint on floor_steel_diamond_plate_blend mat tweak older concrete_glossy mat (will probs remake this soon) concrete_polished_01 tweaks added cable_a_tint mat variant improved dirt_ground_02 normal map
2 Days Ago
Update all new animals to use OnAttacked instead of Hurt to properly apply bleeding
2 Days Ago
Reduce tiger damage, but have it inflict bleed (previous commit didn't go through)
2 Days Ago
Reduce tiger damage, but have it inflict bleed
2 Days Ago
add biome overrides for river normal strength, also share biome weight fetching code
2 Days Ago
Add wake disturbance to croc
2 Days Ago
merge from fix_ownership_tape_recorder -> main
2 Days Ago
Fix cassette recorder losing item ownership when it's thrown into the world and picked back up
3 Days Ago
Fix croc spamming turn anim
3 Days Ago
Add some more placeholder audio to croc
3 Days Ago
Localize named HL2 NPCs.
3 Days Ago
water mask culling progress
3 Days Ago
vfx_vulkan: Separate the shared VS/PS/GS dynamic descriptor set into per-stage dynamic sets Reworks the single uber dynamic descriptor set containing every stage into 3 much smaller sets for each stage (VS/PS/GS). The main purpose of this is to remove the restrictions of not being able to use VK_EXT_graphics_pipeline_library with uniform texel buffers, storage images, storage buffers, storage texel buffers. (And we use a lot of dynamic StructuredBuffers now) Previously the only solution would be forced usage of a static descriptor set, however that isn't feasible for UGC or an easy to use engine. The layout now is: Dynamic set 0 - VS/CS Dynamic set 1 - PS Dynamic Set 2 - GS Set 3+ - static sets rendersystemvulkan/materialsystem2: support dynamic descriptor sets Backport latest CPipelineManagerVulkan from Valve mainly providing support for dynamic descriptor sets and additional graphics pipeline library support. Backport some materialsystem2 changes to support dynamic descriptor sets although there is a lot of divergance. Force rebuild all shaders with descriptor set changes rendersystemvulkan: descriptor pool sizes match VFX_MAX enums materialsystem2: Do not add UAVs from external descriptor sets materialsystem2: Only MapOpBindTexture for dynamic descriptor sets rendersystemvulkan: Fix validation error loading from the pipeline cache - DanG rendersystemvulkan: Reset constant buffer bindings materialsystem2: Mark explicit fallthrough materialsystem2: Fix logic for updating CBs in descriptor sets Temp: All layers get per view lighting constants (these are probably worthy of a static descriptor set) Some debugging.. Temp: Disable bloom layer - throwing too many errors which makes debugging impossible
3 Days Ago
Jungle river overrides.
3 Days Ago
merge from fix_deployable_corpse_place_lock -> main
3 Days Ago
Fix being able to put locks on deployable corpses (it didn't do anything but good to fix)
3 Days Ago
merge from softcore_update
3 Days Ago
merge from softcore_update/deployable_corpse
3 Days Ago
Fixed vending machine gibs not using skins
3 Days Ago
Combined gibs mesh for all corpses Cleanup, fixes
3 Days Ago
Mesh combiner now supports meshes with different materials, creates one submesh per material
3 Days Ago
Added tool to automate corpse gibs mesh combining (took me way more time than doing all of them by hand, classic)
3 Days Ago
UV tweaks
3 Days Ago
Removed GibsSimulator component on retro tc corpse (editor component)
3 Days Ago
Standalone: Add `materials/error.vmat_c` to core whitelist
3 Days Ago
Added vending machine corpse
3 Days Ago
Fixup UVs
3 Days Ago
Updated FGD files
3 Days Ago
Enabled GPU instancing.