241,454 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Increase thread count for shadercompile Added $PHONGALBEDOBOOST parameter to vertexlitgeneric shader
1 Year Ago
Copy over shaders from original `global_networking` branch to fix indirect rendering
1 Year Ago
Remove debug
1 Year Ago
Fix StyleSheetAttribute loading path from inherited classes Add IGameInstance.GetSavedGames() Move menu and FrontPage to base addon Add Game.Overlay.ShowPackageModal Fix not Menu/Client asserts Sensible defaults for game menu root panel Move more stuff into base addon from menu
1 Year Ago
Enable GPU instancing on more building mats Disable normal MeshRenderers in PrefabPreProcess to avoid changing source prefab in editor
1 Year Ago
Blob tool tweaks
1 Year Ago
Final scorching tweaks
1 Year Ago
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1 Year Ago
Art test scene WIP/backup
1 Year Ago
Move NavHostPanel/NavLinkPanel to addons.base
1 Year Ago
Only display outline collider warning message if not found at all.
1 Year Ago
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1 Year Ago
Enable GPU instancing on building skins Only use highest LOD rather than rendering them all at once (as we don't support LODs yet) Automatically disable normal MeshRenderers in the prefabs we convert
1 Year Ago
WIP 3D scorching
1 Year Ago
Fix hotload errors
1 Year Ago
Increase HeavyGarbageRegion size Add TypeLibrary test Re-initialize TypeLibrary and Events in when game menu swapped Add TypeLibrary.ShouldProbeConstructors Don't collect in HeavtGarbageRegion Allow GameMenu to see inside Sandbox.Event
1 Year Ago
merge from main
1 Year Ago
Fixed models referencing old paths
1 Year Ago
Refactored triplanar shader
1 Year Ago
upgrade tooltip info text ammo upgrades dodge upgrade dodge reload upgrade dodge aoe upgrade dodge heal upgrade dodge clip bonus upgrade
1 Year Ago
AccessControl cleanup ConfigureAwait( false ) on VerifyIl Access: Don't try to resolve methods from the assembly we're scanning - we'll get them anyway AccessControl - global assembly cache, scan in parallel Allow popup to capture pointer events Fix this test Skip native types in AC Skip EnsureSufficientExecutionStack in AC Speed up how we build the method touch Add Count to AC Skip types defined in our own assembly - we already scanned them RemoveLocalTouches was calculating twice Clean up parallelism VerifyAssembly.Should_Pass test includes base
1 Year Ago
Fixed garbled triangles when subtracting Fixed subtract just lasering in a straight line
1 Year Ago
Deleted old marching cubes stuff Added 3D SDF primitives Some 2D refactoring Tabify WorldQuality refactor to support 3D worlds Abstracted out SdfArray from Sdf2DArray Implemented Sdf3DArray Added Sdf3DVolume resource Big abstracting refactor Mining demo renaming SDF materials to layers Sdf3D Array, Chunk, World, stubbed MeshWriter Sdf3DMeshWriter structs and enums Break up MeshWriter classes, basic example for generated 3D cases 3D cases code gen boilerplate First pass at finding edge loops Generate code for adding triangles Fixed degenerate triangles Fleshed out the rest of Sdf3DMeshWriter Flipped triangles Updated blobtool Fixed some bugs with generated vertices Mesh generation is multithreaded again Smoother normals Sdf modification methods are now async Allow synchronous modifications too Some thread safety, including copy samples before generating mesh Use a lower resolution collision volume Limit how much work is done on the main thread each tick Fixed garbled triangles when subtracting Fixed subtract just lasering in a straight line
1 Year Ago
Adjust frame queue size, using way too much memory
1 Year Ago
Start re-impl impacts in c#
1 Year Ago
Limit how much work is done on the main thread each tick
1 Year Ago
Read packets, decode audio and video in separate threads, sync video to external clock Allow videos to repeat or not
1 Year Ago
Use a lower resolution collision volume
1 Year Ago
Allow synchronous modifications too Some thread safety, including copy samples before generating mesh
1 Year Ago
Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later
1 Year Ago
Added missing rack config for candy cane club
1 Year Ago
Setup custom render bounds for SMG.
1 Year Ago
Add GetFrictionNotifications() to IPhysicsWorld Add FrictionEvent, call c# with friction notifications Add OnFrictionEvent c# side, add some log for test
1 Year Ago
Fix an accidental offset in mp5 world model prefab.
1 Year Ago
add componentid to IComponent make component id public - add internal findbyid method, add lookup dict for comp by id add/remove components from lookup where appropriate Add VarIComponent to support [Net] IComponent types Add replicate codegen
1 Year Ago
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1 Year Ago
Fixed several issues with ragdoll position sync. No more glitching now
1 Year Ago
add ClientTurnSpeedOverride fore testing/debugging
1 Year Ago
updated bear anim meta files with correct settings and removed sleep-1 anim as it isnt needed
1 Year Ago
merge from exsperimental
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Modify bear AI design so they never stop chasing or timeout in combat, to make it easier to test bears. For test branch only!
1 Year Ago
worked up materials on lorry trailer, added blue variant, added proper ac unit on front, tweaks to prefab
1 Year Ago
Fixed index mismatch on conditional model test when spawning creation gibs ("Shipping Container conditional roof building gibs inaccurate") Fixed main skin object not being moved out of the way if conditional models were spawned (creation gibs partially occluded / Z fighting)
1 Year Ago
HideInInspector HipFudge to make it clear it is not currently used, but keep values.
1 Year Ago
Removed all the old LagyAss related code to eliminate it from animation appearance
1 Year Ago
merge from main
Leaderboard backup, run #3408
1 Year Ago
Properly fixed non readable meshes being added to server bundles without reserializing assets Added Facepunch.BundleBrowser, a tool that loads the contents of two asset bundles for inspection and includes a diff tool to compare what assets have been added and removed between two bundles