249,930 Commits over 3,959 Days - 2.63cph!
Shadergraph: Output texture attributes for LightSim_DiffuseAlbedoTexture, RepresentativeTexture using first occurring texture result from albedo input
ProceduralMapRailSimple and ProceduralMapRoadSimple fixes
Add subtle alternating background color to each row in Input Settings. Resolves Facepunch/sbox-issues#7328
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
Prevent Input Settings in Project Settings from scrolling back to the top when adding/removing a new Input. Resolves Facepunch/sbox-issues#7329
Replicated horse head turn
Save item to disk immediately when modifying era of item via era editor window
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
cement mixer and wheelbarrow
Merge branch 'main' of sbox-assets
Merge branch 'main' of sbox-assets
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Set up throwable anims, defer deletion
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
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
Fixed normal compression with workshop imported normal maps and normal maps exported to steam
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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
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
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
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Moved siege tower drawbridge notifiers to a slightly better position
Removed old towing code left on modular cars
Add some really simple jumping animations to nav test scene
https://files.facepunch.com/lolleko/2025/January/06_17-14-NotableChanticleer.mp4
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)
Move sounds
Item Tripmine
merge from siege_weapons (horse siege harness)
Fixed occasional legs animator NRE when destroying the collider a leg is attached to
edited vm mini crossbow shoot animations
ModelDoc: Add a wizard to keep all bones
Leaderboard backup, run #
16671
Merge from presets_editor/quality
Split menu convars to MenuConVar, MenuConCmd
Move language convar to engine
RFO debug stuff for Dayaan
Various atlas iterations.
Fixed female breasts censor cube covering screen when using ballista
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
Some work on the hand grenade (some missing stuff like fp anims, tweaking, impact sounds), can either throw or cook it and blow up
- Changed reload fraction duration to recommended
- Enable loop pose on idle
-Updated Ballista Texture and material assignments
Negative background to fix halo.
Set shadows to hard & soft across all quality levels, in-line with previous settings.
Fixed horses floating when hitched
Fixed horse air time not being reset correctly when stationnary
Leaderboard backup, run #
16670