249,930 Commits over 3,959 Days - 2.63cph!

9 Days Ago
Shadergraph: Output texture attributes for LightSim_DiffuseAlbedoTexture, RepresentativeTexture using first occurring texture result from albedo input
9 Days Ago
ProceduralMapRailSimple and ProceduralMapRoadSimple fixes
9 Days Ago
Station prefab updates
9 Days Ago
9 Days Ago
Add subtle alternating background color to each row in Input Settings. Resolves Facepunch/sbox-issues#7328
9 Days Ago
VRAD: Only show "Warning! Invalid model version" with verbose flag Also expand the warning to show the versions Fixed crash when ents.CreateClientProp is given an empty string Do not complain if gmod_uncache_test doesn't exist (srcds) Change Hitbox 7 color from white to orange Fixed NPC icons in spawnmenu search not having default weapons set COLOR:SetUnpacked type checks its inputs Remove IMaterial:GetColor override hack as it is no longer needed Improve type errors thrown from Lua Makes it so that the error() call does not override current execution position, so error points to the faulting file, not the base game file at the top level. Remove RegisterMetaTable and vgui.GetAll polyfill hacks Hammer: Update Lighting Origin to mention info_target, not info_lighting
9 Days Ago
Prevent Input Settings in Project Settings from scrolling back to the top when adding/removing a new Input. Resolves Facepunch/sbox-issues#7329
9 Days Ago
Side atlas
9 Days Ago
merge from primitive
9 Days Ago
Replicated horse head turn
9 Days Ago
Save item to disk immediately when modifying era of item via era editor window
9 Days Ago
The LineEdit in PathWidget now stretches so it can be clicked anywhere. Resolves Facepunch/sbox-issues#7246 https://files.facepunch.com/CarsonKompon/2025/January/06_12-37-LividArcherfish.mp4
9 Days Ago
cement mixer and wheelbarrow Merge branch 'main' of sbox-assets Merge branch 'main' of sbox-assets
9 Days Ago
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9 Days Ago
Set up throwable anims, defer deletion
9 Days Ago
Add GetFirstTextureParam() to get first declared texture from shader, used to fetch the convoluted RepresentativeTexture/LightSim_DiffuseAlbedoTexture attributes without explicit declaration Allow material representative texture for VRAD be infered by the first texture parameter on shader if DiffuseAlbedoTexture is not set, allows to clean up all this material api & lets shadergraph shaders be rendered properly on vrad https://files.facepunch.com/sampavlovic/1b0611b1/aocrkIAnQN.png
9 Days Ago
TilesetComponent no longer shows Layers in Inspector, instead has button to open in Tileset Tool Automatically select the correct component when opening the Tileset Tool for the first time Can drag a TilesetResource directly into your scene to create a new TilesetComponent Create Undo Snapshots when dragging in Sprite/Tileset resources
9 Days Ago
Fixed normal compression with workshop imported normal maps and normal maps exported to steam
9 Days Ago
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9 Days Ago
Hammer Wireframe Overlay: white wireframe color works again Wireframe mode is white in game/scene again, fix depth test being disabled in scene, also bind expected lighting constants Fix invalid depth comparison sampling on well known 16 bit textures by targeting D16 and sampleable flags, these textures are used in place of the shadow depth buffer when shadows are disabled
9 Days Ago
Add convars to control what building grades are allowed - `upgrade_{grade}_enabled` will remove upgrade tiers - `upgrade_{grade}_cost_multiplier` will increase or decrease the cost - `build_twig_cost_multiplier` is used for twig - replicated so applied to both the clientside UI & server resources taken
9 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 Fix scene.ref nodes in prefabs referencing stuff in containing scene Fixes #1756
9 Days Ago
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9 Days Ago
Moved siege tower drawbridge notifiers to a slightly better position
9 Days Ago
Removed old towing code left on modular cars
9 Days Ago
Add some really simple jumping animations to nav test scene https://files.facepunch.com/lolleko/2025/January/06_17-14-NotableChanticleer.mp4
9 Days Ago
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9 Days Ago
Port c++ navlink implementation to c# Make agents aware of when they are traversing a link Allows users to handle link traversal (e.g. by playing an animation)
9 Days Ago
Move sounds Item Tripmine
9 Days Ago
merge from siege_weapons (horse siege harness)
9 Days Ago
Fixed occasional legs animator NRE when destroying the collider a leg is attached to
9 Days Ago
edited vm mini crossbow shoot animations
9 Days Ago
ModelDoc: Add a wizard to keep all bones
Leaderboard backup, run #16671
9 Days Ago
Tripmine
9 Days Ago
Merge from presets_editor/quality
9 Days Ago
Split menu convars to MenuConVar, MenuConCmd Move language convar to engine
9 Days Ago
Merge from integration
9 Days Ago
RFO debug stuff for Dayaan
9 Days Ago
Various atlas iterations.
9 Days Ago
Fixed female breasts censor cube covering screen when using ballista
9 Days Ago
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
9 Days Ago
Some work on the hand grenade (some missing stuff like fp anims, tweaking, impact sounds), can either throw or cook it and blow up
9 Days Ago
- Changed reload fraction duration to recommended - Enable loop pose on idle
9 Days Ago
-Updated Ballista Texture and material assignments
9 Days Ago
Negative background to fix halo.
9 Days Ago
Set shadows to hard & soft across all quality levels, in-line with previous settings.
9 Days Ago
Fixed horses floating when hitched Fixed horse air time not being reset correctly when stationnary
Leaderboard backup, run #16670