251,292 Commits over 3,959 Days - 2.64cph!

7 Months Ago
Fix MeshCreate not creating nodes properly
7 Months Ago
Actually, don't do this, I think people rely on it even though I wish they didn't
7 Months Ago
Fix S&box adding "English US" keyboard layout
7 Months Ago
Make "English (Europe)" not an unknown language Also add internal ID to unknown languages
7 Months Ago
Reset velocity on body transform change too, setting transform acts as a teleport so all velocity should be gone
7 Months Ago
Fixed GMod force-adding "English (US)" keyboard layout
7 Months Ago
Implement shadow controllers with SetVelocityFromKeyframe, applied pre physics step
7 Months Ago
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7 Months Ago
adjust UI padding and camera top bounds chat arrow polish
7 Months Ago
UpdateShadow calls SetVelocityFromKeyframe Make sure body type and use controller are updated when collider Static property is dirty
7 Months Ago
Filter TestSimulation just returns a bool, we only care if we collide or not, not these bullshit flags, we technically collide with triggers because they're sensors
7 Months Ago
Add tool to extract server demos -> individual player demos on the client - can read multiple chunks in parallel and merge them together at the end - runs on worker threads so it doesn't lock main thread - can specify multiple users to extract at once
7 Months Ago
This wasn't a typo, just enable sensor events for every shape because we want to report anything crossing a trigger
7 Months Ago
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7 Months Ago
background wip bg color tweaks Merge branch 'master' of sbox-ss1-scene replace enemy ElapsedTime with TimeSinceSpawn delete unneeded textures
7 Months Ago
Lets uncomplicate this the input system kickoff by dropping the event dispatch Add instrumentation
7 Months Ago
Allow physics interface to easily switch to using trace solver so we can evaluate which is better for our needs
7 Months Ago
Add `position: relative` to devui console (fixes sbox-issues/issues/5817)
7 Months Ago
Fix sensor typo stopping sensor events from working sometimes
7 Months Ago
cherry picking 100956 (network++)
7 Months Ago
network++
7 Months Ago
Add a c# version of MurmurHash2
7 Months Ago
Lighting backup
7 Months Ago
Plastic road cones use new transmission feature. Optimized some texture sizes down on them.
7 Months Ago
Trim a bunch of sound stuff we don't use More telemetry
7 Months Ago
Added off variant prefab.
7 Months Ago
Clean up rubbish files Update .gitignore
7 Months Ago
Fixed a floater. Lighting prefab backup.
7 Months Ago
Shadow regression fix.
7 Months Ago
Fixed light prefab regression & updated with new features.
7 Months Ago
move fps_max to c# - make it more accurate
7 Months Ago
Vector4 uses System.Numerics.Vector4 where possible Add BBox.Snap Fix particle bounds being wrong ParticleRenderer has [RequireComponent] ParticleEffect
7 Months Ago
Remove randomly added repeat functions from Curve @MVFP Fix prefab/scene videos timescale too fast Move ParticleGameSystem to its own file Curve micro optimizations
7 Months Ago
Leaderboard backup, run #12415
7 Months Ago
Touch events
7 Months Ago
Sensor events
7 Months Ago
Progress backup
7 Months Ago
Updated Player footstep events and made Footsteps component play based on broadcast event Dash adds velocity to the player instead of firing a trace. Allows player to keep momentum with dash
7 Months Ago
Fix broadcast events not firing on the first frame on the first loop. Fixed BroadcastEvents not firing when PlaybackSpeed is negative (reverse).
7 Months Ago
Update to latest, update vpc, wrap any izabu changes in SBOX defines Add back body axis lock Linear slop is 0.03125 in sbox Allow joint to become inactive Joint is enabled if it's active Add should collide callback Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor Add joint break callback Don't calculate mass for height shapes Test max impulses for joint breaking AddSpringJoint Fix compile errors in physics joint Fix GetBody, AddBody, StepSimulation, StepUpdateManaged World and shape userdata is void* now not intptr Fix body types Joint max impulse limits Create shapes with default shape def Default world def Setup contact modify and should collide callbacks Fix AddBoxShape Add material list to BVH IsConcave -> IsMesh IzArray -> IzSlowArray IzTOIQuery -> IzTOIResult IzGeometry -> IzQueryShape Remove custom cast callbacks for now, can probably use their casting now Shape, Joint, Contact are structs now Fix more compile errors Remove these sweep functions from interface, we're not using them Collision mesh serialization now uses Vector instead of VectorAligned for vertices, upgrade them in transfer post load Fix GetTriangleMaterialIndex for meshes AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list Comment out all cast functions so we can compile Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd Deep copy rubikon hull to izabu hull Should collide callback is backwards, woops Fix StepUpdateManaged not accessing active bodies, woops Destroy hull after adding it to hull shape, shapes no longer own the hull CastBoxSingle AddMeshShape with scale can just do a deep copy of BVH, mesh shapes support scale Make sure BVH gets destroyed on shape destroy Swap bit fields when copying BVH nodes Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive) Izabu has body enable/disable so just use that instead of our shit Get rid of these single body casts, they're not being used Enable sensors for triggers Missed an angular lock Route asserts to engine so they show up like any other assert Disable this contact assert, doesn't make sense Hook up joint break callback, disable joint on break These cast functions aren't used either Remove GetBboxFromProxies Try casting box with a small hull skin to avoid getting stuck Run a trace solver on hit shape to get the proper hit fraction and start in solid Move trace solve to cast callback so everything can use it Use our filtering in cast callbacks Grab triangle on base mesh so that it should work for both mesh and heightmap Get rid of all this shit, it's no good Hulls sweep with a radius Resolve hit penetration (should add to trace API?) ApplyLinearImpulseAtWorldSpace just uses ApplyLinearImpulseAt, same thing Remove more unused from interface Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about Shape casts can have a start rotation ( cast rotated box, capsule, etc) Implement CastRayMultiple, CastShapeMultiple Use a callback for izLinearCast so we can override it and do our own Add per triangle material properties to base mesh
7 Months Ago
Weapon crate textures and mesh setup
7 Months Ago
Add per triangle material properties to base mesh
7 Months Ago
Merged Bikes -> main
7 Months Ago
Yummier, squishier squish
7 Months Ago
Fixed DecorAlign issues when incoming rotation is not identity
7 Months Ago
shield vfx fix enemy damage without player source error update spritetools fix fire sprite limit # enemy death sfx per frame fix jank when player hit bounds fix boss nametag
7 Months Ago
Update minimal scene so its not running upgraders when you make a new project.
7 Months Ago
More coastal cliff erosion
7 Months Ago
Weapon Skin Shader
7 Months Ago
Add header to PageNotifications so it's the same as the others