248,625 Commits over 3,928 Days - 2.64cph!

23 Days Ago
Move joint OnBreak action to breaking group
23 Days Ago
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
23 Days Ago
2x2 Edge now has proper tile count Added bitmask mappings for each valid autotile position of 2x2 autotiles. Now all brush types are officially supported https://files.facepunch.com/CarsonKompon/2024/December/03_15-57-FlakyPlanthopper.mp4 Fix rectangle delete not deleting non-autotile tiles when in autotile mode Placing Autotiles near Autotiles of another type while merging is enabled will no longer override the old tile type Autotile Merge setting now visually shows how the merge will end up looking (although not yet functional when painted. will need to refactor how autotiles are saved) https://files.facepunch.com/CarsonKompon/2024/December/03_16-32-RegularAfricanbushviper.mp4
23 Days Ago
Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking
24 Days Ago
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated?
24 Days Ago
hoover mat tweaks added another wood_trim_polished blend material wardrobe_01 initial commit
24 Days Ago
Change tile guide asset names Added 256 tile guides Can now create Autotile Brushes of each type. Remove Corner Type Implemented 3x3 Complete (255) Autotiling Fix Rectangle Tool preview Brush Rotation no longer incorrectly displays Autotile preview Paint Tool now supports 2x2 Autotile Brushes Fix issues when using Round brush with 2x2 Autotile Added descriptions to each tool Property Added "Merge Different Autotiles" Brush setting. Fix eraser not drawing above other tiles Check for the validity of a 2x2 Autotile existing when painting/erasing Maintain 2x2 validity check while using 255 size bitmask
24 Days Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
24 Days Ago
prefab progress
24 Days Ago
Merge from simple_upgrade
24 Days Ago
Can't upgrade after recent damage
24 Days Ago
Fixed missing animator param warning when reloading the ballista
24 Days Ago
Update weapon modifiers to use new stats syntax
24 Days Ago
ExpressionBuilder -> LegacyExpressionBuilder WIP
24 Days Ago
Prevent temp ragdoll player instigated dismounts
24 Days Ago
More stats work
24 Days Ago
Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view
24 Days Ago
triangle planter progress LODs, Collison and Gibs initial prefab setup - some extra work will revist tonight
24 Days Ago
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
24 Days Ago
Update description of gmod_uncache_test Fixed crashes wiith CTriggerWind when loading a save Minor clean ups Micro optimization for SWEP think More minor clean ups Added new NPC functions Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
24 Days Ago
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
24 Days Ago
implemented ballista base rig
24 Days Ago
Merge from main
24 Days Ago
re-exported ballista weapon anims after rig update
24 Days Ago
merge from siege_weapons
24 Days Ago
Horse container, breeds Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
24 Days Ago
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
24 Days Ago
Log any errors
24 Days Ago
Attempt to restart multiple times if we failed due to an exception
24 Days Ago
Double time window to ensure we restart and store DateTimeOffset of when restart was last requested
24 Days Ago
rename vars, too
24 Days Ago
Rename CommandManager to more suitable ServerRcon
24 Days Ago
Fixing branch name typo because I can't live with it.
24 Days Ago
Bunch of shadow cascades and distance related stuff.
24 Days Ago
Use spheres so we only have to send a single list of vec4s over
24 Days Ago
Remove unused shit from lightbinner and make everything enums
24 Days Ago
Fix Gizmo.Control.Position returning true without it being dragged on
24 Days Ago
Arena 1 changes
24 Days Ago
mini crossbow admire anim updated and rotate barrel anti clockwise clip created
24 Days Ago
jungle_ruins_a layout first iteration
24 Days Ago
Update shaders
24 Days Ago
Initial
24 Days Ago
Grey out tool buttons when disabled Fix asset picker when selecting cloud maps
24 Days Ago
Manifest Codegen
24 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4
24 Days Ago
Submitting updated ballista base rig
24 Days Ago
Update rate tests
24 Days Ago
main -> 4ShotMiniCrossbow
24 Days Ago
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
24 Days Ago
hoover_a final