251,623 Commits over 3,959 Days - 2.65cph!

Yesterday
sliding ragdoll triggered through velocity rather than just a timeout (still has a small time threshold to avoid getting flung off with a spike) - also allowed slide state to be exited if you're at near-zero velocity, stops horse getting stuck on steep cliff edges in some cases and not being about to mount them or move them without getting ragdolled
Yesterday
Added groundwatch to the static ballista
Yesterday
Fix shields able to be hit when not in the players hand
Yesterday
Tweaked both ballista deploy volumes
Yesterday
More blockouts added to ziggurat scene
Yesterday
merge from primitive
Yesterday
- Added natural beehive (drops honeycomb) - Honeycomb description - Manifest
Yesterday
WIP make track groups collapsible Expand / collapse nested tracks https://files.facepunch.com/ziks/2025-01-27/sbox-dev_SuwPHb2RtY.mp4
Yesterday
viewmodel egg
Yesterday
added threshold to horse ground alignment to make it less noisy when stopped on uneven terrain
Yesterday
exported vineswing player viewmodel and worldmodel anim tests to misc folder
Yesterday
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Yesterday
update to med assault rifle skin forestock - widened to fit hand on both viewmodel and world model
Yesterday
added two convars to disable temp ragdolling of players and horses separately, both enabled by default - allowplayertempragdoll - allowhorsetempragdoll
Yesterday
Updated ziggurat level, added entrance blockout
Yesterday
Restored min sliding time before ragdolling (5s)
Yesterday
Instead of fleeing just after attack, the tiger will flee when slightly injured Make tiger more reactive when eating or roaring
Yesterday
mini crossbow model update - included front sight pole to help with aiming on both viewmodel and worldmodel updated textures and materials
Yesterday
Revert "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit 1fdcdeab689851f1093853faa8d8b4d6041d63f7. # Conflicts: # game/addons/base/Assets/postprocess/ObjectHighlight/objecthighlight.shader_c # game/addons/base/Assets/shaders/atmosphere_sky.shader_c # game/addons/base/Assets/shaders/blendable.shader_c # game/addons/base/Assets/shaders/foliage.shader_c # game/addons/base/Assets/shaders/fur.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_grid.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_line.shader_c # game/addons/base/Assets/shaders/glass.shader_c # game/addons/base/Assets/shaders/line.shader_c # game/addons/base/Assets/shaders/lpv_debug.shader_c # game/addons/base/Assets/shaders/sprite.shader_c # game/addons/base/Assets/shaders/terrain.shader_c # game/addons/base/Assets/shaders/terrain_brush.shader_c # game/addons/base/Assets/shaders/terrain_preview.shader_c # game/addons/base/Assets/shaders/tiled_light_culling_cs.shader_c # game/addons/base/Assets/shaders/ui_backdropfilter.shader_c # game/addons/base/Assets/shaders/ui_basic.shader_c # game/addons/base/Assets/shaders/ui_borderwrap.shader_c # game/addons/base/Assets/shaders/ui_cssbox.shader_c # game/addons/base/Assets/shaders/ui_cssshadow.shader_c # game/addons/base/Assets/shaders/ui_dropshadow.shader_c # game/addons/base/Assets/shaders/ui_filter.shader_c # game/addons/base/Assets/shaders/ui_text.shader_c # game/addons/base/Assets/shaders/vertex_color.shader_c # game/addons/base/Assets/shaders/water.shader_c # game/core/shaders/black_unlit.shader_c # game/core/shaders/cables.shader_c # game/core/shaders/complex.shader_c # game/core/shaders/complex_reflections.shader_c # game/core/shaders/cs_volumetric_fog.shader_c # game/core/shaders/debug_wireframe_2d.shader_c # game/core/shaders/decal.shader_c # game/core/shaders/depth_only.shader_c # game/core/shaders/eyeball.shader_c # game/core/shaders/generic.shader_c # game/core/shaders/hair.shader_c # game/core/shaders/post_process.shader_c # game/core/shaders/projected_decals.shader_c # game/core/shaders/projected_sheet_decals.shader_c # game/core/shaders/simple.shader_c # game/core/shaders/skin.shader_c # game/core/shaders/sky.shader_c # game/core/shaders/spritecard.shader_c # game/core/shaders/static_overlay.shader_c # game/core/shaders/tools_shading_complexity.shader_c # game/core/shaders/tools_solid.shader_c # game/core/shaders/tools_visualize_collision_mesh.shader_c # game/core/shaders/tools_wireframe.shader_c # game/core/shaders/ui.shader_c # game/core/shaders/visualize_cloth.shader_c # game/core/shaders/visualize_nav.shader_c # game/core/shaders/visualize_physics.shader_c # game/core/shaders/vr_tools_shading_complexity.shader_c Build shaders If we have any command line arguments from the Steam client (sbox.game -rungame), parse it via ISteamApps.GetLaunchCommandLine Expose Application.ShutdownUnitTest() Throws if not currently running a unit test Make sure it doesn't run in headless (errors out on dedicated server) Some tidy up - data table ReadFilter instead of other method, reset delta snapshot cache on owner change and after network refresh is received Add Simulate Packet Loss alongside Simulate Lag in editor network options - it's working for simulating outgoing lost packets from the host right now VR: Remove obsolete controller checking bools that nobody's using VR: Add IsHandTracked bool to VRController, update fpxr to 5cf7ff24f5b157166102c8e4898bb84b4accb952 VR: Add MotionRange to VRController.GetJoints, update fpxr to 8822f0461709fbd2eda8fe004d51af79d47e6aa9 e.g. ```csharp Input.VR.LeftHand.GetJoints( MotionRange.Hand ); // default Input.VR.LeftHand.GetJoints( MotionRange.Controller ); // tries to wrap hands around the controller ``` VR: Better controller interactions in menu, move panel to a more comfortable height Reapply "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit de7b93d17c7a036a567347794ca51163132ef42a. Reapply BATCH_FLAGS_CONTROLLING_COMBO_CHANGES for legacy shaders, accidentally removed binding lightmap for legacy shaders Initialize vertex output of lightmap uv when lightmapping is disabled Update drivers with bindless lightmaps & amd fix Humans/animgraph: added Sprint_NW & Sprint_NE Don't accept "game" command while Application.IsEditor Compute Shader Skinning (#1786) Calculate skinning in compute shader instead of vertex shader Compile shaders Can now right click on a Shader to "Create Material" from it. https://files.facepunch.com/CarsonKompon/2025/January/24_17-29-EmptyPony.png Fix typo in MaterialMenu add octohedral_encoding.fxc include Forward+ Decals (#1606) GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API Make shaders compile with Vulkan 1.2, allows for wave ops instructions used in new SSR, etc Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics Bitch when variables are uninitialized in HLSL, can cause all sorts of weird undefined behavior in certain drivers Fix warnings on all shaders, remove D_EYE_WHITE (bullshit?) Avoid sampling diffuse cubemap for fog at lod0 to not have fireflies like in Eagle One Rain Demo Disable compute skinning temporarily while descriptor set crash is being debugged Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used Texture Generators (#1779) * Add ResourceGenerator * Add ResourceGeneratorContext * Add TextureGenerator * Add Bitmap * Add Sandbox.Utility.ForAsync * Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup * Rename ControlSheetPopup to PopupEditor, * Add Color.Rgba16 (half based color) * Managed can override compiling of any resource * Add Texture.GetBitmap * Add transient filesystem in editor * Add Texture.IsError * Add Margin.IsNearlyZero * Fix asset picker ignoring AdditionalTypes * Add Widget.GetDescendants<T> * Add MainThread.Wait() * Expose TypeDescription.Order Fix Json exception when compiling texture Fix NRE in CreateBoneObjects Add VTexWriter - clean up the texture compile process In FloatBitMap_t::Pixel(, clamp the sample Allow non power of 2 textures in native compiletexture Update stb_dxt.h Add Bitmap.IsOpaque() Don't use stb for dx5 it's shit Automatically work out texture compression format Fix an issue where manually setting a NavMeshAgents position would result in race conditions at high framerates For example, this manifested when using CreateBoneObjects on a SkinnedModelRenderer owned by the agent's GameObject. Improve previous fix for NavAgent position glitching Make agents follow gameobject position while in editor Fix exception when couldn't parse resource as json Support texture sheets on light cookies https://files.facepunch.com/layla/1b2711b1/sbox-dev_bWCx2BHnZC.mp4 Make sure light probe texture gets set to a fallback if it's invalid Reduce JSON usage in GameObject.Clone (2) (#1787) We no longer converts the complete GameObject to and from JSON for cloning. JSON is only used as a last resort for complex properties we cannot clone directly. GameObject clones are up to 4 times faster Prefab clones are up to 2 times faster Almost the same as #1781 but includes fixes for a few edge cases: - Match old clone behavior and sort properties when cloning, turns out games can rely on that lol - Match old clone behavior and enable gameobjects before clone process is completed, games could rely on that - Fix edge case where the prefab lookup of clones of prefab instances would not point to the original prefab - Fix edge case when cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root Merge branch 'master' into improved-undo-system Refactor undscope creation Remove debug logs
Yesterday
Improve tiger fleeing
Yesterday
* Fix tiger stopping too abruptly after fleeing and going back into stealth * Fix tiger accelerating too slowly after landing an attack * Add better speed logging
Yesterday
Fixed horse hip position fuckery after recovering from ragdoll
Yesterday
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Yesterday
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Yesterday
Show thumbnails for resource values in the timeline https://files.facepunch.com/ziks/2025-01-27/sbox-dev_4BvLH82u6x.png
Yesterday
moved towing joint break limits to a convar for experimentation
Yesterday
Make scene mapping serialization deterministic
Yesterday
Fix saving to resource rather than embedded
Yesterday
Merge from primitive
Yesterday
Added new shield.infiniteshieldblock replicated convar for testing
Yesterday
Constructables now start at full health, and their progress is tied to the amount of resources added rather than their health
Yesterday
Fixed shield blocking again after a holster/deploy if the holster happened while a block was in process
Yesterday
Move curve drawing fixes, support booleans https://files.facepunch.com/ziks/2025-01-27/sbox-dev_szjSGXh5Ck.mp4
Yesterday
Reduce JSON usage in GameObject.Clone (2) (#1787) We no longer converts the complete GameObject to and from JSON for cloning. JSON is only used as a last resort for complex properties we cannot clone directly. GameObject clones are up to 4 times faster Prefab clones are up to 2 times faster Almost the same as #1781 but includes fixes for a few edge cases: - Match old clone behavior and sort properties when cloning, turns out games can rely on that lol - Match old clone behavior and enable gameobjects before clone process is completed, games could rely on that - Fix edge case where the prefab lookup of clones of prefab instances would not point to the original prefab - Fix edge case when cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root
Yesterday
Fixed towing flag not resetting when the towed entity died or when the horse was admin killed
Yesterday
Fixed medieval barricade damage volume causing damage through construction whe jumping or using half height floors
Yesterday
Remove medieval barricade from spawning in loot tables
Yesterday
Switch to structs instead of offsets, update debug counters for clarity, add clean up on destroy, give foliage unique seeds to keep consistent
Yesterday
Make sure light probe texture gets set to a fallback if it's invalid
Leaderboard backup, run #17165
Yesterday
Testing out a better way to position shield on server
Yesterday
Merge from primitive
Yesterday
Merge from primitive
Yesterday
Support texture sheets on light cookies https://files.facepunch.com/layla/1b2711b1/sbox-dev_bWCx2BHnZC.mp4
Yesterday
Merge from primitive
Yesterday
Added server.clear_trees_radius, clears all trees around the player within a given radius
Yesterday
Codegen
Yesterday
Merge from primitive
Yesterday
Move shield block handling to the server
Yesterday
Ember movement fix.