249,492 Commits over 3,959 Days - 2.63cph!

6 Months Ago
Fix WatchPhysical() test, shouldn't be ticking before check
6 Months Ago
Disable recursion test
6 Months Ago
Oops - don't need obsoleted KeyModifiers anymore Don't inject EnsureSufficientExecutionStack calls, see if that changes performance in any way
6 Months Ago
Lets see if CollectionsMarshal.AsSpan is any faster or if Nick Chapsas is a liar Skip all this if we have no rendertree Clean up
6 Months Ago
Leaderboard backup, run #12607
6 Months Ago
Hull collider can be updated without recreating the physics shape Use MakeDirty for model collider
6 Months Ago
Sphere collider can be resized without recreating the physics shape
6 Months Ago
Capsule collider can be resized without recreating the physics shape
6 Months Ago
Add internal functions for updating spheres, capsules and hulls
6 Months Ago
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
6 Months Ago
Plane collider can be resized without recreating the physics shape
6 Months Ago
Move this internal resize attribute to collider so I can make use of it for all the other colliders
6 Months Ago
Rebuild or update collider if they're a child of the rigidbody object and their local transform changed https://files.facepunch.com/layla/1b2111b1/sbox-dev_UFKO9q1Mrr.mp4
6 Months Ago
Fix hitbox adding box shape twice the size
6 Months Ago
Add Box Gizmo to Hitbox Component
6 Months Ago
Use SRGB texture in text shader
6 Months Ago
Fix calling Update for the active scene in editor for every scene that was open
6 Months Ago
Only sort children if it's needed More optimizing I'm not sure that the RENDER_BUFFER_DYNAMIC_VERTEX_FIXED_SIZE size restriction still exists Text rendering use anisotropic
6 Months Ago
Added mid skin materials Added mid head variation Added EyeAO materials
6 Months Ago
Fix RoomManager gizmos Update Sprite Tools Fix Texture.Load issue in ItemComponent Updated Sprite Tools Show Aggro Range gizmo when enemy selected
6 Months Ago
Optimize single non-spritesheet Sprites
6 Months Ago
Switch text shader to use bindless (to see if there are any perf changes)
6 Months Ago
Terrain Materials accept dragged cloud assets
6 Months Ago
Convert the rest of RenderAttributes stuff to use StringToken Move SetRenderState out of the draw loop, called manually
6 Months Ago
Add internal, templated Graphics.Draw<T> Delete PanelRenderer.Text.cs VertexLayout is public, has attribute system to define vertex layout Don't push identity matrices when rendering UI
6 Months Ago
Update ParticleModelRenderer.cs
6 Months Ago
Leaderboard backup, run #12583
6 Months Ago
Fix last particle not processing Add pitch and yaw to particles
6 Months Ago
Another TextureAtlas NRE fix when uninitialized Fixed CellOffset visual display in Spritesheet Importer Fixed Cell Offset in Import process
6 Months Ago
Use Pixel Font for Damage Numbers Increase Map Generation Size with each Floor. Guarantee one item room each floor, adding another every 4 floors
6 Months Ago
Fixed enemies walking through walls Fix dash networking Added Enemy Spawner Component, Sprite and Prefab PrefabSpawners have SpawnOnStart. Crates/objects will spawn on map generation, enemies will not spawn until entering room. Doors close when entering Room (if room has enemy spawns). Doors open after clearing all enemies. https://files.facepunch.com/CarsonKompon/2024/July/20_00-42-AntiqueMeadowhawk.mp4
6 Months Ago
Tick correct session in SceneViewWidget. Fixes occasional `Error calling 'tool.frame' on 'Editor.SceneViewWidget'`
6 Months Ago
More hill cliff progress / improved cliff shapes / scaled cliffs down
6 Months Ago
Improve flatten tool, first stroke saves a plane to trace against to get flatten height and uv https://files.facepunch.com/layla/1b2011b1/sbox-dev_KIb8siErec.mp4
6 Months Ago
Update dirty collider region for heightfield materials
6 Months Ago
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6 Months Ago
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6 Months Ago
Added variable relief sample count based on shader quality level
6 Months Ago
Fixed disp/height map detection in material inspector
6 Months Ago
Codegen
6 Months Ago
Optimize entity menu codegen to reduce memory usage * Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes) * Cache the phrases instead of allocating every time they can display
6 Months Ago
wire material setup and thickness
6 Months Ago
Fixed distance early out AO (distance black) ditto Merge branch 'master' of sbox
6 Months Ago
tincanwire mat and materials (need to work out uvs)
6 Months Ago
Hook up File -> Open Scene (Resolve TODO)
6 Months Ago
Radtown S2P
6 Months Ago
Merge from main
6 Months Ago
Various lighting related prefab stuff. Road cone transmission texture.
6 Months Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
6 Months Ago
Add some structure to wolf behaviour code