248,620 Commits over 3,928 Days - 2.64cph!

8 Days Ago
ListControlWidget now supports multiedit, only showing matching indexes Add and Remove buttons now work when MultiEditing a List Added support for re-ordering lists during a Multiselect https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4 Right Click -> Duplicate now works on Multiselect Lists
8 Days Ago
Method name change + some docs
8 Days Ago
S2P excavator
8 Days Ago
Threaded use of Steam networking API - enable with -nwthread command line switch for live testing
8 Days Ago
Ballista damage renderer
8 Days Ago
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
8 Days Ago
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place) - Increase catapult max place distance to support the larger build check radius
8 Days Ago
Added player check triggers to catapult, battering ram and ballista constructables
8 Days Ago
Battering ram damage renderer
8 Days Ago
- Setup to allow constructables to block repair if any player is ontop of the entity - Push toast to the 'repairer' to let them know - Added to siege tower initially
8 Days Ago
Make culling faster & more accurate by bailing early if we know any corner is visible, use local model bounds converted to world https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_zt7IOESilA.mp4
8 Days Ago
Material bug fix on construction stage ballista
8 Days Ago
Move -searchpaths logic to ToolAppSystem Refactor Results, async
8 Days Ago
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
8 Days Ago
Fix possible NRE in PathWidget
8 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
8 Days Ago
Updated Medieval Metal Double Door Icon to stop clipping issue
8 Days Ago
Added Place Holder Medieval Metal Double Door Icon
8 Days Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
8 Days Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS
8 Days Ago
Created Medieval Metal Double Door Material Imported Medieval Metal Double Door Textures
8 Days Ago
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
8 Days Ago
primitive -> Aux2
8 Days Ago
Full manifest rebuild
8 Days Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
8 Days Ago
Update trails scene
8 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
8 Days Ago
Clean up, only apply culling if enabled https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
8 Days Ago
Arena 5 wip
8 Days Ago
Deployables can now show "Blocked by terrain"
8 Days Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
8 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
8 Days Ago
main -> primitive
8 Days Ago
hash_conflict_planter -> main
8 Days Ago
Fixed respawning planter causing hash conflicts on sockets
8 Days Ago
manifesti_fix -> primitive
8 Days Ago
8 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
8 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
8 Days Ago
edited player animation.controller so the shield impact animations work correctly
8 Days Ago
merge from primitive
8 Days Ago
Battering ram compile fix
8 Days Ago
Merge: from main Tests: compiled in editor
8 Days Ago
Don't use bind system for these control widgets, feels like the old way of doing things
8 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
8 Days Ago
merge from primitive
8 Days Ago
Fixed physics issue when building the ballista Added a position offset setting for deployable guide mesh
8 Days Ago
Add TagsControlWidget
8 Days Ago
Siege tower deployable on rocks too
8 Days Ago
Catapult and battering ram deployable on rocks