250,107 Commits over 3,959 Days - 2.63cph!

29 Days Ago
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
29 Days Ago
Fix possible NRE in PathWidget
29 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
29 Days Ago
Updated Medieval Metal Double Door Icon to stop clipping issue
29 Days Ago
Added Place Holder Medieval Metal Double Door Icon
29 Days Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
29 Days Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS
29 Days Ago
Created Medieval Metal Double Door Material Imported Medieval Metal Double Door Textures
29 Days Ago
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
29 Days Ago
primitive -> Aux2
29 Days Ago
Full manifest rebuild
29 Days Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
29 Days Ago
Update trails scene
29 Days Ago
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197 https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
29 Days Ago
Clean up, only apply culling if enabled https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
29 Days Ago
Arena 5 wip
29 Days Ago
Deployables can now show "Blocked by terrain"
29 Days Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
29 Days Ago
Cache all gameobject bounds, fit parent bounds to children Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view) Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
29 Days Ago
main -> primitive
29 Days Ago
hash_conflict_planter -> main
29 Days Ago
Fixed respawning planter causing hash conflicts on sockets
29 Days Ago
manifesti_fix -> primitive
29 Days Ago
29 Days Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
29 Days Ago
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT - Reimplemented the spawn point status based on new internal state - this retains original behavior Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload). Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
29 Days Ago
edited player animation.controller so the shield impact animations work correctly
29 Days Ago
merge from primitive
29 Days Ago
Battering ram compile fix
29 Days Ago
Merge: from main Tests: compiled in editor
29 Days Ago
Don't use bind system for these control widgets, feels like the old way of doing things
29 Days Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
29 Days Ago
merge from primitive
29 Days Ago
Fixed physics issue when building the ballista Added a position offset setting for deployable guide mesh
29 Days Ago
Add TagsControlWidget
29 Days Ago
Siege tower deployable on rocks too
29 Days Ago
Catapult and battering ram deployable on rocks
29 Days Ago
TerrainTexturing now monitors individual terrain related settings for change, instead of the Unity QualitySettings level
29 Days Ago
Fix foliage grid bounds calculations, basic implementation of terrain maps in compute foliage placement
29 Days Ago
There's a typo here in ModelRenderer.LocalBounds
29 Days Ago
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
29 Days Ago
Change default filename. Fix export button appearing when it shouldn't.
29 Days Ago
Merge from main
29 Days Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants Lightbinner layer managed Fix ObjectHighlight.shader Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file Santa jacket/trousers lods (citizen version) Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup Santa jacket/trousers lods (human version) Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly Make this readonly list so it can't be fucked with Santa jacket uses neck_clothing bone to minimise twist deformation Merge branch 'master' into shadercompiler
30 Days Ago
Fix SoundTool using propertysheet instead of controlsheet Fix obsoletes while I'm here
30 Days Ago
No longer should pre-process in CompileShaderAndGetVariables Refactoring Refactoring to expose a simple mode
30 Days Ago
Leaderboard backup, run #16205
30 Days Ago
Remove crumbs of ToolsShadingComplexity, we can replicate quad overdraw in almost every material without a special mode, shading complexity itself is on toolsvis now, toolsvis class There's also a duplicate shading complexity shader
30 Days Ago
Lightmapping combos go on shadingmodel Fix typos
30 Days Ago
Remove ToolsVis() and ToolsShadingComplexity() ( & ToolsWireframe ) mode from everything